Factorio

Factorio Dev Tracker




19 Aug

Comment

Originally posted by wPatriot

The Devs: "We need a break and the freedom to think about long term plans without the obligation to cut it into small chunks"

Also The Devs: https://reddit.com/r/factorio/comments/icjhe4/request_to_wube_one_more_fff_post_about_the/g23d0j6/

I love you guys.

Well, this is the past, not the long term plans :)

Comment

There’s not terribly much to say, we decided to add it roughly at the start of June, which may sound like a long time ago but in order to implement it, it’s last minute.

The gameplay design was briefly mentioned in the FFF. We wanted to have it be a proper feature, not just “lol it has legs”, which is why it remained a meme until now. Some FFFs ago I wrote this to make people understand it’s not coming https://forums.factorio.com/viewtopic.php?p=484584#p484584 ... and having written the post, it got me to think one night about it, and it just connected to me that if it were remote controllable, it could build things using equipment grid with roboport, or kill things with PLD. I mentioned it to others half-joki...

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17 Aug

Comment

Originally posted by triffid_hunter

One of Factorio's devs, /u/v453000, is a huge fan of spaghetti

Does not mean I don’t do planning btw :)


16 Aug

Comment

Originally posted by Marco3104

What makes me realy wonder is that they had, in all 3 trailers, the green polluted water already in it. But it is a feature that was firstly released in the 1.0 update.

It was a special “green water” tile type, now even “normal water” gets turned to green dynamically

Comment

I was wondering how long until people start using it like a huge chest :)))


15 Aug

Comment

It comes from translation of "všechno bude' to polish, which is: wszystko będzie.

"Všechno bude" means something like "(dont worry) everything will be done eventually".

Comment

It used to work like that but since it can walk over everything it meant inserters would randomly take or put items. Even if there was a delay, you would have to be careful where you park or where you linger.

As mentioned, logistic requests for each spidertron are likely to happen. They mostly weren't done due to time constraints and risk of causing technical problems for a feature added directly to stable 1.0

Comment

Originally posted by Linnun

I would guess their system that automatically posts patch notes on Steam is set to always put it in the category 'small update'.

Maybe they should consider manually changing it for this one :)

That system is my hands, in this case :D I'm just used to selecting "small update", I didn't even think about it. They used to not require a "type".


14 Aug

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Originally posted by scarsickk

Well-deserved.

They paid for that, you know...

No, you can't buy this.

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Fun fact. My father is one of the biggest world experts on spiders and scorpions. He even named one Scorpion after Factorio (https://www.reddit.com/r/factorio/comments/cj9x2m/til_that_a_scorpion_has_been_named_after_factorio/) When I was implementing the prototype 4 years ago, I specifically asked him to give me pointers how the movement logic should work to make it look organic. So, when the 1.0 release was approaching, I showed him the current spidertron implementation and he approved it.

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We are very well avare that this would make sense, we just had to cut things down to deliver stable product on time. This is one of the major 1.1 finalisation candidates.

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Yeeeah, we probably will eventually, but it's a problem. "alpha" meaning "full version, not demo" is an assumption that's sprinkled around our codebase all over the place. Changing it will break a lot of things, and the moment we do our big release is not when we want that to deal with that. It should have been called "full" or "main" from the start, but hindsight is 20/20.

Comment

Originally posted by yoriaiko

some hype stats - SPOILERS

its big, really

dont need any fuel?!?!?!?! OP!

can move above buildings!

can move above small water (the other edge must be in reachable distance)

can move above cliffs (ok, all spiders can, no big deal)

can move above trains!

if sitting above starting rocket (silo), the animation is slightly weirdo (probably is also immune to shooting artillery, but untested)

IT IS IMMUNE TO TRAINS?! YES!

have 10x6 grid, putting extra exo dsnt add extra leg, just make him faster

coming with 4 rocket launchers

its not made by inserters, like prototype, have new unique fancy design, but not inserters, new players will enjoy, old players will get mods

safe travels and no more Watch your step achievement!!!!!!!!!!

have fancy spiderman-like icon on map

can autoshoot by rockets - its optional and independent switch for both auto mode and with driver/gunner - watch yo...

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BTW it is powered by the fucion reactors in its recipe :) Legit doesn't need fuel, GG

Comment

Originally posted by neumast

What happens when you equip the belt immunity thingy?

Exactly what you would probably expect! :)

Comment

Originally posted by asoftbird

Congratulations on delivering one hell of a management game. It feels like the end of a journey, especially with the FFFs stopping.

Aside from that, why were the sounds from inserters/assemblers/furnaces reverted to 0.17 sounds? l'm not complaining, just wondering what the reason behind that decision is.

We have been trying to iterate many sounds in 0.18 until last minute, but in the end we decided some of them were just better in 0.17. This doesn't necessarily have to mean the end of the road for these sounds, we might still give them another try later, we just need to sit down and think real hard about them.

Comment

Originally posted by Uranium_Isotope

Wait, on the 2020 trailer at 1:50 there is a spider in the top right with lights; yay potential spider vehicle! I wonder if it can walk over objects easily to traverse the factory

It can :)

Post

Features

  • Added Spidertron and Spidertron remote.
  • Added Freeplay crash site.

Graphics

  • Added polluted water visual effect.
  • Added biter base decoratives.
  • New visual effects for the atomic bomb.

Sounds

  • Significantly reduced the volume of robots deconstructing and entity destroyed alert.
  • Reverted mining drill sound to the 0.17 version with high pitched part removed.
  • Reverted inserter, furnace and assembling machine sounds to the 0.17 version.
  • Changed the checkbox click sound (based on dropdown open sound).
  • Changed the "green button sound" to have a normal button sound.

Modding

  • Added EnemySpawnerPrototype and TurretPrototype properties: spawn_decoration and spawn_decoration_on_expansion.
  • EntityPrototype water_reflection can now be defined inside graphics_set.
  • Added ExplosionPrototype properties: Explo...
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