Factorio

Factorio Dev Tracker




07 Aug

Comment

Originally posted by MojoD1

u/V453000 With the sneaky big brain perception skill check by making the underground belt on the Logistics 1 icon backwards compared to the Logistics 2 and 3 icons.

fixed in 0.18.45 :)

Comment

Originally posted by _jerl

The huge crashed spaceship is awesome! I will definitely be leaving the ruins untouched as a monument in the center of my new 1.0 factory.

The fact that the spaceship is yellow makes me wonder, will it change color to match our character the way that the vehicles do?

No, it's always yellow.

Comment

Originally posted by danatron1

Oh :) yeah

Post

Graphics

  • Reworked Electric mining drill graphics, removing their vertical structure - to fix tile overlapping and other issues introduced with redesign.

Bugfixes

  • Added equipment icon to Personal laser defense technology icon. more
  • Fixed logistic chest shadows were shorter than other chests. more
  • Fixed that unit groups could get stuck after getting close to their target. ...
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0.18 mods will be loadable in 1.0 Klonan

With 1.0 approaching, we want to ensure that the day of the launch goes as smoothly as possible, and shows the game in the best light. Something that would really work against that would be if the update broke a bunch of mods and disgruntled all of our most dedicated players. So we are making efforts to ensure that mods that work in 0.18, will work without any update needed in 1.0.

Theoretically this isn't so difficult, as the 0.18 release structure has meant that mods have maintained compatibility with all the latest changes, and in essence 1.0 will just be a small update of 0.18. However it does take a bit of special handling:

  • 1.0 will allow mods marked for 0.18 to load.
  • The mod portal will show 0.18 mods when browsing in 1.0.

Avoiding breaking mods also means we need to be very careful with changing anything, even something as simple as renaming a sprite can break dozens of...

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06 Aug

Comment

How much and for long can one gif and 2 lines of text haunt us ...

Post

Graphics

  • Updated the technology icons.
  • Updated the "Make a copy of blueprint" icon.

Gui

  • Added simple credits gui.
  • Updated the style of progressbar dialogs.
  • Updated the style of map editor.

Changes

  • Changed the default debug settings to only show grid and nothing else.

Bugfixes

  • Fixed that Blueprint books in the library didn't propagate its modded icon backups properly into the game.
  • Fixed that Blueprint books in item form did loose its modded icon backed up state when saved between versions 0.18.37 and 0.18.42
  • Fixed that swapping ghost cursor with an item didn't clear the quickbar selection immediately.
  • Fixed PvP script error when starting a new round with duplicate starting areas. ...
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03 Aug

Post

Bugfixes

  • Fixed a crash when holding a blueprint book.
  • Fixed that blueprint book in an item form didn't have mod-persistent icons.
  • Don't drag map when in zoomed in map mode and building blueprints.
  • Don't place map tags when building blueprints.
  • Fixed crash in rendering due to game state being modified by buildability checks for drawing blueprint placement visualization on chunks in fog-of-war when zoomed-to-world.

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 →
Post

Changes

  • The tiles and entities filtering logic in the deconstruction planner is now independent.
  • Selecting first entity filter switches tile mode to never when it has the default normal mode and no filters.

Bugfixes

  • Probably fixed problem with blueprint preview data not being empty when blueprint is empty.
  • Improved layering of rocket in rocket silo, so it occludes inserter hands. more
  • Fixed inventory consistency check failing when loading some saves. ...
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01 Aug

Post

Bugfixes

  • New release to fix standalone Windows version having only demo content.

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 →
Post

Bugfixes

  • Fixed clearing ghost from cursor would not clear quickbar selection. more
  • Fixed blueprint book not shrinking when the last item was destroyed.
  • Fixed crash when Lua received event of player selecting area to deconstruct.
  • Fixed upgrading book by item would not work while being in editor. more
  • Fixed biters not grouping before attacking an artillery outpost. ...
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31 Jul

Comment

Originally posted by youtheone1

Haha I only just realised that v453000 is actually a dev. Before I had no idea what it meant in fff

XD

Comment

Originally posted by Hanakocz

Do I get it right that the water going green is just graphical thing, while the tile is technically still same? So with pollution disappearing, water turns back to normal?

Yes sir.

Comment

Originally posted by motdidr

considering they're using the pollution value in order to do the interpolation it should be dynamic based on the pollution's value.

Exactly this

Comment

Originally posted by Misha_Vozduh

Is something like in this picture (fff 340) still planned? The current version doesn't look like that at all and tbh I'm having trouble telling hat's new/different on that pic.

What do you mean still planned? The screenshot is from Krastorio 2 https://mods.factorio.com/mod/Krastorio2 the FFF describes how the movement speed modifier caused some desync iirc

Comment

Originally posted by morhp

I love it, but I would prefer some other color for polluted water. The green doesn't look quite right, it looks either like algae (which are a sign of pollution, but mostly pollution with nutrients like fertilizer or manure) or like comic-radioactivity.

I think it would look better if it were more on the gray/brown/black side and not as extreme. Maybe like this. (Left side is clean, right side is polluted.)

Maybe it should. :) I'll try it. The problem generally will be to make it look nice with concrete and other terrains. I really didn't want to have it gray and come closer to concrete that way. The expressivity is also nice, that it's really dirty.

But we'll give it some more thought.

Comment

Originally posted by Pike_27

I don't really like the look of the polluted water. The difference is too stark. We don't ever put waste on it, our pollution is only on air, so there is no reason for such a drastic change to happen. If only we had some kind of subproduct we had to get rid of...

Will there be a way to turn this effect off, besides pollution itself? I really hate how it looks, and I would rather not have to look at my world with such a difference.

Edit: I would not mind if it was a subtle change. It is way too drastic, the contrast is horrible right now.

You can disable the water shader - "Show animated water" in graphics settings.

Comment

Originally posted by CorrettoSambuca

The polluted water is really genius.

Pollution really has no effect on game appearance right now; the decaying trees are barely noticeable anyways and they typically get cleared out soonish anyway. Having that green dirty water near your powerplants will surely make a difference.

One small gripe I always had with the game is that there's no incentive in playing "green"; even in deathworld the solution is not less pollution but more firepower.

Krastorio, with its air filtering, actually gave me enough of an excuse to go green that for the first time in my life I had efficiency modules in beacons - not to save power (beacons eat too much of that) but to save pollution.

As a mod I think Krastorio does it excellently, but I really dislike the message it gives "oh yeah if you pay your eco tax, you are not causing any pollution as a result".

BTW using efficiency modules in miners make a huge difference early on.