Factorio

Factorio Dev Tracker




21 Oct

Post

Bugfixes

  • Fixed a crash when changing decider combinator conditions or outputs in latency in some cases.
  • Fixed a crash when sending a platform with no thrust to a planet and then removing the stop. more
  • Fixed a crash when robots try to station in a full roboport because their stack size changed.
  • Fixed a crash in path finder when migrating 1.0 save files to 2.0.
  • Fixed orbital drop slots not counting towards Item count wait condition.
  • Fixed space platforms not respecting peaceful and no enemy modes.
  • Fixed a crash when downloading mul...
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Factorio: Space Age continues the player's journey after launching rockets into space.
Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.

For more information about what comes with the expansion, check out our ...

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18 Oct

Hello,
3 days to go!


Factorio: Space Age Trailer

With a new Expansion of course comes a new trailer. After many weeks of work, fine-tuning, and polishing, Albert (with help from Vaclav, and the script written by Earendel) has finished the launch trailer for the Space Age expansion:

The result speaks for itself, and there are some details you might notice. For instance the rockets now have fixtures carrying the cargo pods, and we have animations for cargo pods landing on a planets and at landing pads.

Or perhaps you noticed the player running around with some of the new late game technologies...


Mech armorv453000

From the very first prototype of Space Age, we had a new tier of armor in it. The only difference was a 20% larger equipment grid over Power armor Mk2, but along with quality this felt well above adequate already.

As Earendel and Albert were dev...

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11 Oct

Comment

Originally posted by Interesting-Force866

since they mentioned that they can get a million science per minute out of the game I speculate that they did make improvements.

I didn't say that, I said, I would try to aim to that in my save (which I didn't have time to try).

Post

Hello,
It's time to reveal the last planet. So. Warning: Spoilers ahead.


Welcome to Aquilo

Aquilo planet icon

It's day, but stars still twinkle in the dark sky. You count the planet's sun among the stars, larger and brighter than the others, but still so dim you can barely feel its warmth at all. A howling wind chills you to the bone and gently rocks the iceberg you are sitting on.

This planet has no land. It's an ocean world of liquid ammonia. One continuous ocean covers the entire planet and it's at least 200km deep.

The best landing spot you could find was this large iceberg. The sheet of ice is only a few meters thick and seems to contain a lot of trapped air, but frozen water is a very solid material as long as it stays cold. It's able to support a landing pad, so that's good enough.

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09 Oct

Comment

Originally posted by Ratiasu

Capping bot movement speed to a sensible value would make it feel a lot less cheap imo.

No, movement speed is the latency of the network to do personal requests or one time required work generally. Charging rate of roboports limits the long-term high throughput volume.


07 Oct

Comment

Originally posted by cfiggis

Much thanks. Hearing that there is a way to manage spoilage automatically is what I was hoping for.

But don't expect to get it right on the first try :)

Comment

Originally posted by boomshroom

In no enemies mode, can spawners be marked for deconstruction with the deconstruction planner or super-force building? If they couldn't be, that would seem to go against the idea of super-force building and give an impassible obstacle regardless of technology level without the engineer being present.

No, no deconstruction planner. What about artillery?


06 Oct

Comment

Originally posted by ngreenz

The good thing about Factorio is that you can play it anyway you want, please don’t start dictating playing styles via nerfs, your not Blizzard

Dictating is bad, but making one way of playing too good compared to others is worse.

Comment

Hm, maybe we should nerf roboports even more. I mean, no one noticed the 50% reduction of the charging speed during the lan party testing, so maybe we could go bit further?


05 Oct

Comment

Originally posted by Army_of_mantis_men

Understood, that being said, I still really don't care when it releases, there's literally zero reason for you to meet this dealdine. You don't have an investor pushing release, you are not publicly listed, you are your own bosses and your relentless work throughout the years created this community - THE community, one of the most friendly, safe and understanding heavens on the internet. We are the pillars you can rely on, and we don't really care if you push the release a week or a month, as long as the factory grows.

But we still need to create some limits even if semi-artificial, because otherwise, we would just be perfecting mini-details forever. This forces us to choose what is important to do.

Comment

Originally posted by Geethebluesky

There's going to be patches in the first few weeks no matter what. It's just a part of life.

That is guaranteed, yes.

Comment

It is surprising how big discrepancy can be there between the actual work needed to do a change, verus how it might be percieved.

Changing the balance and structure of recipes by shuffling things around without actually altering existing mechanics, can make huge gameplay changes. But it is just about editing few prototype definitions with minimal risk of breaking something.

Making graphics might be complicated, but if it is already done in some acceptable state, it is not something that would make the game unplable.

So these aren't really that bad. I was much more nervous about my last moment rework of how the rocket/satellite/space platform UI gameplay etc. work in base game versus space age. But it was done already at the start of this week, and seems to work fine.

The next week, we plan on focusing on specifically just on testing of what we have, bugfixes and stabilisation stuff, with only very low rick changes allowed. The last week, we basically...

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04 Oct

Comment

Originally posted by cfiggis

/u/kovarex Would you be able to speak to the overall feel of Gleba regarding to how much personal attention we will have to pay to our Gleba base over time to monitor spoilage? I don't want to feel like I need to constantly be checking back at Gleba looking for stalled lines, when I'm trying to do things on other planets. Are there mechanisms to automatically manage spoilage, for example, so I don't have to focus human attention on it constantly?

Obviously, you should fully automate everything. Ideally from the start, you should make the gleba in a way that it will never be stuck and all spoilage stuff is automatically managed.

Comment

Originally posted by SpeedcubeChaos

I'm still wondering how this will work for people, who play with biters disabled.

The thing change a little bit, and you can't disable everything from biters anymore, but we have no enemies mode, where biter nests still exist, but no biters are spawn. (This is still on top of the peaceful mode, where enemies are spawned, but don't attack antil provoked).