Factorio

Factorio Dev Tracker




30 Dec

Comment

Thank you Earendel, this has been an absolutely unimaginable experience.

I was consistently and repeatedly surprised, very positively, throughout.

The fact that the mod adds much more than "just another 300 recipes", it adds actual meaningful and super interesting mechanics that really stretched my brain many times, and I enjoyed the hell out of that.

I am thoroughly impressed at the quality of the game design decisions that go into Space exploration.

I absolutely cannot overstate how much I appreciate that such a big mod doesn't attempt to do "all the mandatory things". Like adding the "obvious must haves" like loaders, inserter source/drop target customization, extending lengths of underground belts/pipes, adding overpowered weaponry or just adding more machines of the same type with tiers, "Machine Mk++". Instead it adds only meaningful, interesting things. Upgrades mostly aren't just straight forward, and introduce new and different problems.

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28 Dec

Comment

I think there was a bug in 0.18/1.0, where it would not correctly trigger the nests, it should be fixed in 1.1, as well as the win condition being more strict


25 Dec

Comment

I'd say K2 is closest to vanilla, just changing a bunch of things, adding a few science packs making the game longer, and adding some IMO unnecessary bloat like loaders/warehouses/inserters able to drop on close side. Overall I'd say it's easier than vanilla, as you have tools to solve basically anything. Multiple things I consider completely broken, like pollution filtering to get rid of biter attacks for minimal price, extreme lengths of underground belts and pipes to the point it's really hard to see which one connects to which. The conversion of resources to matter is pretty cool if you choose to use that. I finished K2 in about 60 hours.

Industrial revolution (I haven't played IR2 yet so I just assume some core things carry over) is interesting because it adds so many intermediate recipes that hand crafting really is really painful, motivating you to automate more. Progressing through the stages is also quite fun so that's not a bad idea to start with either. I didn't...

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Comment

Originally posted by _aD

Space Exploration. I have a fairly absurd science cost multiplier so it's taken me quite some hours to get this far (literally and figuratively).

You play SE with a tech cost multiplier? That's serious masochism :D


23 Dec

Comment

Originally posted by KoZo46

they have biter nests in the middle of their base lmao

It's a screen from the Launch trailer :)


22 Dec

Comment

Originally posted by DMFan79

On my Corsair keyboard it doesn't work. Odd, because in Terraria it works perfectly...

Unfortunately Corsairs API was incompatible with our RGB implementation


20 Dec

Comment

hmm, maybe something like:

/c global.pvp.config.disabled_items = {}

That should enable all the items


17 Dec


16 Dec

Comment

Originally posted by AkronSnape

I think there's an Electric Boiler in SpaceEx. (Or is it Gas fired? I forget).

Maybe that's only there with AAI industries, which isn't a hard pre-requisite I think.


14 Dec

Comment
    posila87 on Steam Forums - Thread - Direct
Oooooor ... there is checkbox for it in graphics settings (out of all places ... I couldn't find it either)
Post

Changes

  • The train time wait condition number field will be auto-focused when it is opened.
  • Moved rocket silo + satellite into the production tab.
  • Allowed to use productivity module on nuclear fuel production + nuclear fuel reprocessing.

Bugfixes

  • Fixed that biters sometimes couldn't pathfind near the edge of generated chunks. more
  • Fixed that some saves made in game versions before 1.1.0 could crash on load.
  • Fixed camera widget was rendering player's building preview. ...
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Comment

This is seriously awesome.


09 Dec

Comment

Originally posted by AaronElsewhere

The only time animations add value is where something appears/disappears/moves and it might be confusing as to "where" it went. Even then they shouldn't block interaction, which is the mistake so many make.

Don't starve had animations that were ok, It showed where items "flowed", but it didn't block interaction, as far as I remember.


08 Dec

Comment

There were several proposals to put animations to our GUI by our graphics department, and I consistently denied all of them. "Don't worry, it will be fast" they said: Fast is still slower than instant, and it is the first thing I turn off in games, if possible, so what if we skipped that step and just didn't put them in at all.


04 Dec

Comment

Originally posted by vmainen

For the size of the update, it seems like this was quite critical and something that could not wait.

Yea, nearly 100 crashes on the "drag-building ghost electric poles" bug.

Post

Bugfixes

  • Fixed a crash when drag-building ghost electric poles. more
  • Fixed that the relative gui 'type' filter didn't work. more

Scripting

  • Added LuaEntity::follow_offset read/write.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at ...

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03 Dec

Post

Bugfixes

  • Fixed that train could get stuck when one station is disabled and other station is full. more
  • Fixed selection tool counts rendering. more
  • Fixed that building electric pole ghosts on electric poles marked for deconstruction didn't work correctly. ...
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30 Nov

Post

Bugfixes

  • Fixed crash when upgrading ghost that was still built only in latency state. more
  • Fixed script buildability of spidertron not allowing to build in colliding positions.
  • Fixed that migration could remove spidertrons. more
  • Fixed that map view settings didn't persist between game restarts. ...
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28 Nov

Comment

This is presented in the last FFF - ...

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