Factorio

Factorio Dev Tracker




07 Jul

Comment

Is there anything on my end I can do to potentially fix this?

Make a bug report on the forum


06 Jul

Post

Graphics

  • High resolution power switch graphics.

Bugfixes

  • Entities of other forces that are mined and brought back by undo are now set to have player force upon the undo application. more
  • Fixed a desync when unit group radius settings are changed.
  • Fixed that the final health value in the entity damaged event was wrong. more
  • Fixed a performance problem with the ...
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04 Jul

Comment

Originally posted by sumelar

While the COVID-19 pandemic might be 'over'

It's not 'over' anywhere, no matter how well you think you're doing.

Be responsible don't do this in person.

I mean, that's why 'over' was in quotes, and the very next sentence was saying things can change very quickly.

If things continue as they are in Czechia (and most of Central Europe), with daily cases dropping, contact tracing up and running, etc. then we think its going to be fine to host this party.

We will continue to follow the recommendations of the Czech government, which so far has dealt with the virus extremely competently, and we will make sure the event is in full compliance with the requirements from the health ministry


03 Jul

The launch party Klonan

To celebrate the launch of the game later this summer (only 6 more FFFs to go!), we have decided to throw a party! It is going to be at the same venue as our 1 million sale party (...

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02 Jul


01 Jul

Comment

Awesome :D


29 Jun

Comment

When I created the modules for the first time, it could go into everything and also beacons.It was super fun at start, but very quickly collapsed into the best strategy, which was everything made in an assembling machine with 12 becaons with productivity modules around, so the productivity bonus would be maximized. The fact, that you would basically have to build all the factory this way if you wanted to maximize the productivity would make the factories and the gameplay kind of ... stupid.

Weird things could also happen regarding relative item values. When you create fast transport belt from normal belt + some gear wheels, it is obvious, that the fast belt is more expensive. But ... with enough of productivity (I don't know where exactly is the turning point, but probably below 500% productivity), the the fast transport belt could actually be cheaper than the basic one which is really weird to be honest.

Because of the two problems above, we didn't know what to do,...

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28 Jun

Comment
    posila87 on Steam Forums - Thread - Direct
It's not downloadable from regular releases, but there was download link here https://www.factorio.com/blog/post/fff-184
Comment

As you probably know, we actually implemnted this already few days ago.

I was actually suggesting to only show the item selection part only when the item isn't selected yet, so the item selection window isn't in your way when you are only updating the count. But, at least for now, it was decided to keep it this way for consistency.

I also had problem with the slider, it contained so many values (0 to 10 .. 20 to 100 .. 200 to 1000 etc), that it was impossible to get the precise value you typically wanted (some small amount of stacks). I was using the textboxes almost always, rending the slider close to useless.

So additional Qol (I believe) is, that the slider now has only 10 values with notches for 0 to 10 stacks of the item. This way, the slider actually is useful for something, as special values can still be specified using the textboxes.


27 Jun

Comment

Originally posted by [deleted]

[deleted]

I would recommend updating your video drivers and turning off gsync


26 Jun

Comment

Originally posted by CptBishop

why we can't get .18 stable version on steam?

0.18 isn't stable yet

Post

Bugfixes

  • Fixed desync related to non-deterministic transport belt merging order when multiple merges happen in the same tick. more
  • Fixed alignment of number input entries.
  • Fixed that undo didn't remove deconstruction task to remove things in the way. more
  • Fixed stray tooltip bug in the map generator window. ...
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Locale plan update Klonan

Earlier this week I received the English proofreadings from Altagram, and overall I integrated over 500 suggestions into the game. Most were small, such as replacing "can't" with "cannot", things like that. It was the exact sort of external scrutiny we really needed, as it showed some areas where we were quite inconsistent. It feels like things are in a better place now, even if the majority of changes are relatively unnoticeable.

However it was very noticeable to our great community translators on Crowdin. When we update the English strings, the translations have to be updated on Crowdin. For the last few days I've been working through the issues raised on Crowdin, and there was a lot of good input on that last 1% of the changes.

So this concludes the 'English proofreading' phase. Starting on Monday, Altagram will start proofreading the target languages, and filling in any missing strings where needed. This should take about ...

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24 Jun

Post

Changes

  • Full English text proofreading and corrections.

Bugfixes

  • Fixed Trains gui listbox labels not being readable when hovered. more
  • Fixed a crash when using LuaChunkIterator. more
  • Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. ...
Read more External link →

21 Jun

Comment

That's when the Steam award nominations open up


19 Jun

Comment

Originally posted by waltermundt

Is it just me, or is the "trains" blurb on https://cdn.factorio.com/assets/img/blog/fff-352-evolution.png still showing the old train design?

Its the technology icon, If it gets updated in game we'll update it on the website

New website Sanqui

Over the course of the past year, you have seen the team put a lot of effort into polishing the game to get it ready for a full release. There's no doubt this is the most important effort here: we're all here to play the game. At the same time, the website is often the first thing people encounter—and in for many, return to every week! Unfortunately, until this point the looks of our websites have been neglected. The current set of websites are a complete mishmash of styles that are not coherent and do not fit with the look of the game.


Which website am I looking at again?

We set out to rework the looks of our websites last year to make them harmonize with the final game.

Albert and Aleš worked together to design the new website and make mockups in a process not too dissimilar to the GUI work in the game. Of course, web technology is a di...

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