Factorio

Factorio Dev Tracker




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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Comment

Originally posted by velit

Did the feature get pulled for 1.1?

Right, so in playtesting, we realised its really really annoying and horrible to copy trains with the CTRL + C, so we disabled it.

The removing them with the CUT, was not adjusted form 1.0.

Comment

Originally posted by Darkhogg

It's likely they left the build running overnight and someone just published it.

Otherwise, yes please, don't overwork, devs.

Actually, the whole deploy process only takes about 1 hour, and includes all the publishing and tweets etc.

Post

Bugfixes

  • Fixed that [set, clear]_[personal, vehicle]_logistic_slot would not update the GUI slot count correctly. more
  • Fixed that electricity buffer was shown twice in electric-energy-interface entity tooltips. more
  • Fixed LuaFluidBox::get_flow would return incorrect values of flow and would only account for outflow. ...
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27 Nov


25 Nov

Comment

Originally posted by ws_volt

Reply on this bug report (I had the same issue) said it was fixed in the next release but doesn't seem to be in today's notes, has it been fixed?

Yes, we forgot to include it in the changelog, but it was fixed indeed.

Post

Gui

  • Added tooltip with list of possible ingredients to the empty furnace input slot.

Changes

  • Added a sound slider to control main menu and tips and tricks simulation volumes.
  • Added an interface option (off by default) to change quick bar slot filters by clicking them with different items.

Bugfixes

  • Fixed performance regression with transport lines in large groups. more
  • Fixed missing freeplay script reload. more
  • Fixed outdated tut...
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24 Nov

Comment

Originally posted by MorithK

the engineer chasing the lone biter definitely had me laughing out loud enough to have hubby asking me from the next room what was so funny.

I wanna know how to get the baby spidertrons..

They are just items lying on the ground :)

Comment

Originally posted by Silari82

That item was never moveable before and patch notes don't suggest it is now. That's just where it is.

Only reason I can think of that they moved it in the first place is so it stops overlapping with the entity tooltip stuff.

And the need for more space when it needs to fit also the vehicle at the same time.

Comment

Originally posted by Theral056

Does the logic work natively for modded entities, like the loaders/stacker mod (from the IR modmaker, can't recall the name)? Amazing feature btw! So much cool stuff in 1.1! Thanks guys

The flipping basically just specified different direction for the individual entities, so it should work out of the box. The only special logic was done for splitters, as their filter/priorities need to be flipped.


23 Nov

Comment

Originally posted by GregorSamsanite

Any info on how this works with asymmetric stuff? I'm afraid to upgrade and try it out this early, since mods haven't been patched for 1.1 yet.

For example something like a burner mining drill or pumpjack, outputs stuff to one side, so if you just flip it vertically or horizontally, it would be outputting to the other side and belts/pipes may no longer line up. Or with a refinery/chemical plant, if you flip it, it will be different outputs linked up to the pipes than in the other orientation.

This could be solved by allowing buildings to be mirrored, but it would be burying the lede if that was done as part of this, and my understanding is that they didn't plan to allow that.

Entities that can't be mirrored (basically those you mentioned + train stops + rail signals) prevent the blueprint from being flipped. (You get a message when you try it)

Comment

Originally posted by __Hello_my_name_is__

Spidertron remotes now allow to add queue commands and a command to follow any entity.

You know what means, guys?

SPIDERTRON CONGALINE

Yes, we are very well aware what we just triggered with this "little change" :)

Comment

Originally posted by triffid_hunter

Multithreaded belt update logic.

Ooh, which FFF?

There's multiple things that weren't in any FFF. :) Note there were only 3 FFFs since 1.0 release.

Post

Major Features

  • Added logistic requests to spidertron.
  • Train stop allows to set limit of incoming trains.

Features

  • The continue button now respects the last type of game played (single player, MP host, MP client).
  • Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
  • Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
  • Rich text icon selector.
  • Newly unlocked recipes are highlighted until hovered.
  • Spidertron remotes now allow to add queue commands and a command to follow any entity.
  • Added vertical/horizontal blueprint flipping.
  • Transport belt drag building is locked into a line, can be turned off by an interface setting.
  • Ghosts can be fast replaced and rotated.
  • Ghost build can be used to fast replace non-ghost entities, which results in an...
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Comment

And that's how you learn to use filter inserters. :)


22 Nov

Comment

Originally posted by jdplay5

A trailer it is in the title :)
But to answer your question What happens when a modder goes in and tweaks EVERY GFX in the game From the splash screen to the smallest GUI of the menus!
I hope u enjoy this Alternate viewing of your hard work V

Honestly, I don't see how it looks nice in any way XD


20 Nov

Comment

Originally posted by rt-sp

are these come with 1.1 or mods?

No mods in this video


19 Nov

Comment

Originally posted by amunak

I already have 3 [toolbar] columns. I don’t use the 4th as it blocks the chat.

Oh right! Maybe you guys (/u/klonan) could look at that? Sounds like an easy fix.

...unless you rewrite the chat UI to adjust based on the toolbar / UI elements height or something. Which you will do because you are amazing and love to do things properly.

its already fixed for 1.1