Factorio Dev Tracker

28 Oct


Originally posted by Darkkiller12321

Sooo, the mining sound doesn't play on the demo :/

Restart the game and it will be fixed. Sorry for the inconvenience. It only happens on the first run.


Originally posted by Soul-Burn

My big question is how does one "press Alt" on a Switch?

Another important thing to know is how to take screenshots on the Switch.

Alt-mode is the Up (▲) button.

23 Oct


and CTRL + F9 will reset to zoom 2.0x, which is 100% perfect high-res

16 Oct


I think its the dopamine you get from playing Factorio, its very rewarding and enjoyable game, which by human nature we wouldn't play if we didn't get the good brain chemicals.

Dopamine itself is related to being alert and wakeful, other drugs which give you dopamine such as cocaine also keep you awake.


Playing the game is bad for UPS

11 Oct


Minor Features

  • Added mod portal bookmarks to install mods gui


  • Fixed show-player-robots debug option would render lines for characters on other surfaces. more
  • Fixed using incorrect sound settings when there is no configuration file.
  • Fixed a crash related to teleporting spider vehicles with burner energy sources between surfaces.
  • Fixed that the return value of some lualib noise functions didn't have the metatable for noise expression arithmetic. ...
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06 Oct

23 Sep


Originally posted by QSquared

Some of us took family vacations because of this, so we tried to get the most out of it

Are you seriously saying that some of your employees had to use PTO in order to be allowed to play test the game?

If so this is a huge let down to hear coming from you-all as a company.

Please tell me there is some misunderstanding here

What the post means is that we took "vacation from families", not that we were taking "days off" in order to work.

Simply put it qualified as a working week including normally being paid etc, and on top of that everybody even got wube-paid food, drinks and for people who normally work remote, even hotel accomodation.

And even more importantly, it was simply a big exciting party for us.

Our office turned into a nerdcave where most of us slept for a week, we ordered food every day, and did pretty much nothing else than play the game and sleep a little bit.

And of course, all of this was 100% voluntary and we even had the game hosted online so people who don't live in Prague could join as well.

I hope that makes it a bit more clear <3 No, we are not a gulag.


Originally posted by w4lt3rwalter

Are the undefined behaviour fixes also in the the normal version, or is it only the Nintendo/ARM version that has been made compliant with the x86 version?

This would allow for better translation/emulation on arm. As in the past running a factorio server on arm, using box64, wasn't possible as there where frequent desyncs. (of course I never reported them as this was clearly not a supported usecase.)

It's hard to keep count of exactly all the issues (just one missed commit is enough to create many desyncs), but I believe the biggest issue(double overflow) was fixed in most places in 1.1.x quite some time ago, maybe half a year.But all the fixes should be present when controller support is released in the PC version, as that's when my branch will be merged.

Even after that there's a small chance some fixes are #ifdeffed out for performance reasons.


Originally posted by frouty0

Cool stuff ! Did you manage to make your simulation deterministic with floating point numbers or do you use fixed point numbers instead ?

We use floats and doubles all over the place, they are fine as long as you use them well.


Originally posted by MyVideoConverter

The key takeaway was that the game was too long, and some parts were too boring or repetitive. Since then, we mainly focused on fixing the problems identified.

Are they going to cut content?

I wanted to reply to this with a simple "No", but meanwhile I was doing something else and the more I thought about it the more I found how much "No" is not only not true, it's also impossible and/or undesirable.

In short, no, so far we have not removed anything big, or anything we would have invested a lot of time into. Pretty much all of the time it's number changes/balancing, reworks to make mechanics work more uniquely (and that way feeling less repetitive), or adding features or QoL improvements that help solve the problem in a more convenient way(that way feeling less tedious).

While there is certainly some limit beyond which more game length is rather detrimental, having it not feel long, in other words "be fun" is extremely important.

It's also interesting to define what does "cut content" mean. Particularly, in which stage is it "cut". If it's in a state where the feature works fully, it has multiple supporting systems to make it work even better, h...

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Originally posted by [deleted]


So generic controller support is planned, just that like most things, it will take some time.



Originally posted by [deleted]


As mentioned in the announcement last week, after the launch I will also work on controller support for PC and Steam Deck.

We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including ...

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22 Sep


Originally posted by HuskyBlaze

The game is perfect. Thank you.

Thank you

19 Sep


I tried that when making the splitter icons originally. It sucks.

Basically, in general the bottom-right section of the icon is almost always obscured by a number, and the colourful arrows are the part by which you tell it's a splitter.

TL;DR: No, sorry!

...And what if I told you some other icon(s) have similar "issues"?

14 Sep


Originally posted by qkvb

Is this something you worked on alone? Asking because of the "I"-tone of the article. You da real MVP!

It was mostly my pet project and I was the only one working full time on it. I tried to let the rest of the team focus on the expansion and not get in the way, but others helped me out with some things, such as graphics optimizations, web backend, testing, playtesting and feedback.