Factorio

Factorio Dev Tracker




14 Aug

Comment

Originally posted by Lurker-in-Chief

Has there been any mention of when the 1.0 update will be made available for download from factorio.com? And are their download servers prepared for the rush?

(Worrying I'll spend two hours waiting for it to download while everyone else is having a party...)

The time is the same as the launch trailer - 11 a.m. Prague time. As far as I know, pretty much all of the downloads are going to go through Steam so servers should hopefully be fine.

Hello,
the atmosphere in the last week was kind of special. We experienced the feeling of the final release being on the horizon many times. And we were shown that it isn't the case time and time again. So it feels very special when it is actually becoming reality. We were trying to be especially careful with any last minute changes to make sure that we don't introduce major bugs into our precious 1.0 release. The image of all the players having the game crash on some simple stupid bug is horrifying.

Thank you

People thanked us on many occasions for the hard work we do. It helped lift our mood in many of the desperate moments, when bugs and problems were piling up and we didn't see the end of the tunnel. We don't say it often enough, but the support from your side has been incredibly helpful throughout the years.

  • We thank all who helped us to save the game before it could even start by supporting the IndieGoGo campaign back in 2013.
  • We ...
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12 Aug

Comment

Originally posted by fliesenschieber

"7PM CEST"? That's not consistent with the timer. Right now it's thursday 7:30 AM in Germany and the timer shows 11:30hrs left, meaning that the event will start at Friday 7AM CEST?

It is wednesday my dude


11 Aug

Post

Bugfixes

  • Fixed that editing upgrade planner and deconstruction planner didn't work directly in the blueprint library. more

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

External link →

10 Aug

Post

Graphics

  • Electric mining drill graphics now fill bounding box more accurately.

Bugfixes

  • Fixed hovering over unit that was going toward an entity would crash if the entity was destroyed. more
  • Fixed crashes/desyncs related to various different operations on a shelf of a player that just joined, and his blueprint shelf meta-data hasn't be synchronized yet.
  • Fixed crashes/desyncs related to swapping item with a blueprint/book in the blueprint library that is not yet fully transferred into the game. ...
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Comment

Originally posted by _The_Blockhead_

Semi-constructive criticism in order of appearance:

Medium electric pole:

-The lighting on the top is a bit much and the viewing angle makes the proportion look all weird. The top looks way bigger than it should be compared to the in game entity. The rest of the power poles also suffer from this.

Roboport:

-Very fat looking, we only get to see the top half of the roboport in the icon. It misses the iconic spinning radar thingy and lots of other details.

Beacon:

-Anal probe? Suction device? Futuristic miner? Tesla turret? What even is the new beacon design?

Nuclear reactor:

-This one is the worst, it looks way too cute and cartoony for a NUCLEAR reactor. Right now it looks more like some sort of weird hat without a brim or an odd toy. Its doesnt even remotely resemble the in game nuclear reactor

Low density structure:

-I...

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Thank you for your feedback. I think most of it is actually fine, but it's interesting to read others perspective, and some of it I agree with.

For example I'm really surprised people often hate the nuclear reactor, I find it to be one of the best new icons, same goes for the roboport.

The pipe is IMO much better vertical because you can see it's round, where previously you just saw a square. The engine original version (the treads only) wasn't a good representation, but I thing the current one is really nice, even on belts. They indeed create a pattern - but a special one that gets recognizable.

The accumulator electricity is for sure questionnable, but a lot of icons have "working animation" and so on to make them recognizable.

The flamethrower turret is just mega difficult. I admit that one isn't the best but frankly I've spent a lot of time with it already and I'm not sure how to improve it.

The low density structure I don't have a proble...

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Comment

Originally posted by entrigant

It feels like a last minute grab for mass appeal prior to 1.0 to me. Bright and exaggerated (cartoony) appeals widely. Ask Riot, Blizzard, Epic, Mojang, etc. I don't like it, but I suspect you and I are in the minority. Still the best damn game I ever played, tho.

The entire community has been harassing us for years for "not enough colour". And they were right - and we didnt' deny it - we just didn't feel like we are in a solid enough state to start any kind of large scale colour tweaks, but this was planned for multiple years now.

In the end we added sliders so you can customize it to your liking, also because not every screen outputs the same results.


09 Aug

Comment

All of those things have HR graphics

Comment

Originally posted by DDDGamer

This is what happens when you play so long and get used to all the different graphics haha Did not even think about updating those!! Thanks!

You're welcome :) I thank you for your efforts, the page is really nice and informative.


08 Aug

Comment

Originally posted by DDDGamer

Good points ill add them in!
I'm assuming you are talking about the banner? :p

The banner is the first obvious one, but there's more

https://factoriocheatsheet.com/assets/images/belt-signal-circuit.webp this one has older GUI

https://factoriocheatsheet.com/assets/images/balancer-4x4.webp this one has old icons

https://factoriocheatsheet.com/assets/images/military-range-comparison.webp this is 0.17, judging from icons and ...

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Comment

Originally posted by WyrmKin

Would be cool if the crash site contents could be modified, making the fast start /skip first hour mods put items into the crashed ship instead of inventory. Would make it feel a while lot more organic.

There is a API call that can change the ship and wreckage contents

Comment

I've read through it again, a couple things that I thought:

- Lies, some of the bigger screenshots aren't from 0.18 :P

- Advanced oil processing mainly unlocks light/heavy at all, not just cracking

- Efficiency modules (tier 1) are REALLY useful in mining drills, might be worth putting it in their section

Comment

Amazing. This is what modding was meant to be. <3


07 Aug

Comment

Originally posted by triggerman602

With the new crash site adding to the story at the beginning, I think the rocket launch at the end could be a lot less anti-climactic. When you finally hit that launch button the rocket launches but you're still standing on the ground next to the silo. Kind of odd considering the entire reason you built this factory was to escape and then you just, well, don't. I think a small touch that would go a long way is to load the player into the rocket on the first launch of the map if they manually hit the launch button. I know it can already be done with a car in the rocket but I think it should be the default to really complete the story.

If this is already the case and I just havn't noticed, please feel free to ignore this post.

If you built a rocket, would you really jump into it on the first try?

Comment

Originally posted by StormTAG

Is it mod tintable or would you need to just make new sprites?

You would need to add the tintable layer. Which is not impossible, it's just about masking it.

Comment

Originally posted by MyNameIsTrez

The picture under the header "Technology icons update" shows an icon where an engineer is running on a belt that's going in the opposite direction, but what's with the cyan MS Paint-like blobs under his shoes? I hope that was a small mistake that was fixed for the icon in the game

It's the belt immunity equipment that looks like hoverboots since the new icons update

Post

Graphics

  • Fixed mistakes in some technology icons. (Flipped underground belt in Logistics, and graphical artifacts in modules)

Sounds

  • Improved various sounds, mainly inserters, assembling machines and laser beam.
  • Tweaked various sound levels.

Bugfixes

  • Fixed empty spacing in Rocket silo stats GUI. more
  • Fixed wave defence bonuses persisting between rounds if you lost via rocket silo dying. ...
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