Factorio

Factorio Dev Tracker




13 Nov

1.1 is getting close kovarex

I have been tracking the amount of tasks and forum bugs required to finish 1.1 since the 1.0 release. This allowed me to get quantifiable feedback whether we are actually keeping the timeframe of the 1.1 release reasonable, or digging too deep and expanding the scope too much.

If we extrapolate the graph, the 1.1 experimental should be ready next week.


New merchandise - 1.0 Rocket T-shirt & Wube bag Klonan

To celebrate and commemorate the launch of 1.0, we wanted to produce a special limited edition T-shirt. For a few reasons, our supply was not ready in time for the launch in August, but we are ready now.

We have also always wanted to h...

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12 Nov

Comment

This looks really fun. :)


10 Nov

Comment

0.18 mods work in 1.0


08 Nov

Comment

Originally posted by Syloeh

Well in the current situation (world-wide) it's understandable, you let us know so that's good. Still I hope you'll feel better soon, the holidays of the end of the year are coming.

Oh I don't feel bad by any means, quite the contrary. I just can't do everything at the same time, and fixing the mod should be more of a rewrite so I know it will be a lot of work, is all. :)


07 Nov

Comment

Check your promotions tab for a key email, the humble receipt order ID is not a upgrade code.


05 Nov

Comment

Originally posted by mihas1981

Thx, man! :)

You're welcome. I should fix the mod instead, but I don't really have the energy for it now.


04 Nov

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It's my edit blueprints mod. :) Sorry! ... Resizing the window or entering the editor should fix it I think.

Comment

Just don't have more than 1 beacon per machine, that's it.

The biggest benefits to me are:

- you can fit beacons in your starting base, don't need to tear everything down and re-build for beacons

- the beacons eat soo much less power, space exploration also lowers the power consumption of beacons, and you need much less of them

- the space exploration productivity modules decrease the machine speed progressively more with the tier of the productivity module, which gives more incentive to update speed modules, as getting higher productivity does slow down the machine more


03 Nov

Comment

Originally posted by Novarest

Impossible for the input.

True :)


02 Nov

Comment

Sorry for the trouble, this started happening last Tuesday, GOG giving out already redeemed upgrade codes.

Their product team is looking into it, but their customer support reps seem to be out of the loop (GOG is a pretty big company).

Fingers crossed they will have it resolved soon.

Comment

Originally posted by triggerman602

It doesn't matter because it wouldn't line up anyways when you rotate it.

This. It's better to have the icon always look nicer, and have it never work with any rotation, rather than having it work with only one rotation.

Comment

Originally posted by shthed

When might this be available?

When it is done :)

Comment

Originally posted by Illiander

Please please please say you noticed the "draging locks you into a line" comment?

"Dragging locks you into line" is potentially problematic, as there would be a lot of people angry that they can't "spray" their multibelt line.

Comment

Originally posted by mrbaggins

Not quite sure what you meant, but thanks for making the idea work.

While I have you, should the train "add station" button immediately give focus to the search box for typing more letters?

And optionally, keyboard selection from lists would be good.

IE, my current workflow is

  • Click train
  • Click plus for add station
  • Click search button
  • Type name
  • Click station I want
  • Repeat steps 3-5

Whereas with focus and or arrow key selection

  • Click train
  • Click plus
  • Type name
  • (Optional down arrow to correct one)
  • Click ( or press enter)

That would be inconsistent with the gui system, but don't forget to always use the Control+F to activate search instead of clicking the icon.

Comment

Originally posted by vicarion

What kind of tips would you have found useful when playing the game?

I've actually somewhat been keeping a list of things like this. I have attempted to not include things that I'm sure will already be in there (like train basics).

  • You can rotate a train while it's moving (if it's not attached)
  • You can rotate fluid input on an assembler
  • Before you unlock construction bots, you can still use blueprints to change the rotation of fluid input in bulk.
  • Right click to make 5 of something
  • Control click to make all of something
  • Zoom out to see more
  • Trees can be cleared with grenades and poison capsules
  • You can use inserters to daisy chain science labs, and turret ammo.
  • Use burner inserter with coal/wood and notice it fuels itself
  • face burner miners on coal to each other so they feed each other
  • Productivity modules are best on higher value items. The hig...
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Thanks a lot for the list, here are my comments:

  • You can rotate a train while it's moving (if it's not attached) - probably not worth it
  • You can rotate fluid input on an assembler - already there
  • Before you unlock construction bots, you can still use blueprints to change the rotation of fluid input in bulk. - too much of a power feature I would say
  • Right click to make 5 of something - good idea adding to todo
  • Control click to make all of something - good idea adding to todo
  • Zoom out to see more - too basic in my view, but I might be wrong
  • Trees can be cleared with grenades and poison capsules - too specific I would say
  • You can use inserters to daisy chain science labs, and turret ammo. - already there for labs
  • Use burner inserter with coal/wood and notice it fuels itself - good idea adding to todo
  • face burner miners on coal to each other so they feed each other - I prefer this thing to be...
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Comment

Originally posted by kovarex

This is a bit problematic when you think about the implementation, as the stop edit box has already its name in the edit box, which would basically hide (almost) all the other stations.

But we can always add search to the window, it could help somewhat I guess.

Done, worth the 10 mins probably, thx for the idea :)

Comment

Originally posted by mrbaggins

Please make the train station name box filter the list under it, like every typing box in the game.

I ask every FFF that mentions trains on here and I've posted twice on the suggestions forum. It's ridiculous that this is the one text box with what appears to be a list of search results under it that first, isn't filtered like the rest, and second, is useless after 100+ stations

This is a bit problematic when you think about the implementation, as the stop edit box has already its name in the edit box, which would basically hide (almost) all the other stations.

But we can always add search to the window, it could help somewhat I guess.

Comment

Originally posted by Cptn-Penguin

Speakingo of ghost building, when I try to build a blueprint on top of an existing structure (e.g. a rail segment) and the part I click on is a power pole, then shift-clicking will not force-place the blueprint (ignoring obstacles) but just disconnect the wires in the pole.

This is one of the many bugs reported and fixed for 1.1 :)