Factorio

Factorio Dev Tracker




29 Jan

1.1 stable kovarex

Hello, we have a stable version!

When we were releasing the ...

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28 Jan

Comment

lol did anybody open the tips and tricks? Those are internal random player names we use in some of the tip simulations


27 Jan

Post
    Klonan on Steam Forums - Thread - Direct
Your game will/should auto-update to 1.1.19 if you are not opted-in to any betas.
The changelog with all the changes from 1.0.0 will show when you first load the new update.

If you want to go back to the 1.0.0 you can do so in the betas menu.

Its been 2 months since the 1.1.0 release, so most mods should have been updated. Please check the in-game mod updater.

More news to come on Friday.

26 Jan

Comment

We will have an official announcement on Friday on the blog. We marked it stable now, to have the rest of the week for possible fixes comming from the bigger playerbase using this version.

Comment

Originally posted by Magiwarriorx

Related question: are 1.0 worlds 1.1 compatible? I'm just now finally getting into the meat of the upper tiers of the game and I would have to either restart or miss the update.

Yes

Comment

Originally posted by Gamerdude56

3 updates in one day WOW u/wube = best devs

I call it a f*ckup - you call it best devs :)

Post

Bugfixes

  • Fixed certain build by dragging inconsistencies.
  • Fixed that force-building blueprint from blueprint library near a train stop could add the stop into the schedule instead of building the blueprint. more
  • Fixed desync/consistency issue related to drag building ghost electric pole, while the previous pole is built by robots before the next ghost is built.
  • Fixed build distance check related to rotation of rectangular entities. ...
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Comment

Originally posted by Orcwin

You can't (consciously) fix what you don't know about. Seems obvious, but sometimes people need a reminder anyway.

I don't suppose you guys have something like a public bug tracker? Those are usually a little more practical to search for duplicates than a forum.

I believe the forum works very well as a bug tracker:
- you don't need yet-another-account or yet-another-login
- the forum interface is very familiar to most people
- the flow and general rules of posting and commenting on forums is also very familiar

The more accessible and easy we make reporting bugs, the more bugs and necessary details we get.

Comment

Just some info about the bug. We removed the restrictions completely, which was little bit too much, since it allowed you to build the blueprint on chunks that didn't have anything even generated, so the cause in this case is that the trees were created AFTER the blueprint was placed.

The new rule will be that blueprints are still limited, so you can only build on chunks that are charted, which reintroduces some kind of limitation, which indirectly also implies that they are fully generated already.


25 Jan

Post

Bugfixes

  • Fixed a crash related to tips & tricks simulations.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Post

Bugfixes

  • Limited blueprint building to charted areas - still regardless of fog of war. more
  • Fixed the ability to build belts outside placement range in situations where it shouldn't be possible. more
  • Fixed that modded rapid trains could cause consistency issues with rails. Trains faster than 7386.3km/h will be limited to that speed. ...
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Comment

Originally posted by matonati

This just seems a bug, i am sure they will fix soon, remember these are experimental releases

Remember to always report bugs(like OP just did) on the forums for them to get fixed, as many times we can miss even obvious ones.

Post

Bugfixes

  • Fixed possible crashes when building train wagons near train wagon ghosts that are not on rails.
  • Fixed that the search didn't work correctly in the prototypes GUI in some cases. more
  • Fixed that extra warning sound was played when upgrading underground from the exit side. more

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

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24 Jan

Post

Changes

  • Allowed to build blueprints anywhere regardless fog of war. Deconstruction planner, blueprint creation and related actions are still limited by the fog of war, so you can't easily make changes to the blueprint built out of fog of war, but this still feels like a better solution compared to having to use non-chart building of huge blueprints when no radar coverage is available.

Bugfixes

  • Fixed that ghost reversion orders prevented manual reversion of existing underground belt. more
  • Fixed that clicking near the train stop in a map mode with a spidertron remote with control settings that have conflicting the send click and open click opened the statio ins...
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Comment

Yes and install it on the school network


23 Jan

Comment

Originally posted by madcow_bg

The scripting in Factorio, about 25% of the source code, has been written in Lua.

Most of the Lua is data definitions, which is parsed and fed in to the game engine at startup. The running code is C++, only mod and scenario scripts are Lua, which is far far far less than 25% of the source code.

Comment

Originally posted by Skorpychan

But you only just updated yesterday. Did that break something, or is this just stuff that missed the deadline?

Some new bugs were reported, so we fixed them

Comment

Originally posted by Troekul

Nice.

Nice.

Post

Optimizations

  • Improved save-game speed by up to 2x depending on the save file size.

Bugfixes

  • Fixed that ghost reversion orders prevented manual reversion. more
  • Fixed application of the forced ghost mode that removes trees/rocks/cliffs in the way when ghost building. more
  • Fixed that undo didn't work for upgrade order created by ghost overbuilding.
  • Fixed extra collisi...
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