Factorio

Factorio Dev Tracker




27 Nov


25 Nov

Comment

Originally posted by ws_volt

Reply on this bug report (I had the same issue) said it was fixed in the next release but doesn't seem to be in today's notes, has it been fixed?

Yes, we forgot to include it in the changelog, but it was fixed indeed.

Post

Gui

  • Added tooltip with list of possible ingredients to the empty furnace input slot.

Changes

  • Added a sound slider to control main menu and tips and tricks simulation volumes.
  • Added an interface option (off by default) to change quick bar slot filters by clicking them with different items.

Bugfixes

  • Fixed performance regression with transport lines in large groups. more
  • Fixed missing freeplay script reload. more
  • Fixed outdated tut...
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24 Nov

Comment

Originally posted by MorithK

the engineer chasing the lone biter definitely had me laughing out loud enough to have hubby asking me from the next room what was so funny.

I wanna know how to get the baby spidertrons..

They are just items lying on the ground :)

Comment

Originally posted by Silari82

That item was never moveable before and patch notes don't suggest it is now. That's just where it is.

Only reason I can think of that they moved it in the first place is so it stops overlapping with the entity tooltip stuff.

And the need for more space when it needs to fit also the vehicle at the same time.

Comment

Originally posted by Theral056

Does the logic work natively for modded entities, like the loaders/stacker mod (from the IR modmaker, can't recall the name)? Amazing feature btw! So much cool stuff in 1.1! Thanks guys

The flipping basically just specified different direction for the individual entities, so it should work out of the box. The only special logic was done for splitters, as their filter/priorities need to be flipped.


23 Nov

Comment

Originally posted by GregorSamsanite

Any info on how this works with asymmetric stuff? I'm afraid to upgrade and try it out this early, since mods haven't been patched for 1.1 yet.

For example something like a burner mining drill or pumpjack, outputs stuff to one side, so if you just flip it vertically or horizontally, it would be outputting to the other side and belts/pipes may no longer line up. Or with a refinery/chemical plant, if you flip it, it will be different outputs linked up to the pipes than in the other orientation.

This could be solved by allowing buildings to be mirrored, but it would be burying the lede if that was done as part of this, and my understanding is that they didn't plan to allow that.

Entities that can't be mirrored (basically those you mentioned + train stops + rail signals) prevent the blueprint from being flipped. (You get a message when you try it)

Comment

Originally posted by __Hello_my_name_is__

Spidertron remotes now allow to add queue commands and a command to follow any entity.

You know what means, guys?

SPIDERTRON CONGALINE

Yes, we are very well aware what we just triggered with this "little change" :)

Comment

Originally posted by triffid_hunter

Multithreaded belt update logic.

Ooh, which FFF?

There's multiple things that weren't in any FFF. :) Note there were only 3 FFFs since 1.0 release.

Post

Major Features

  • Added logistic requests to spidertron.
  • Train stop allows to set limit of incoming trains.

Features

  • The continue button now respects the last type of game played (single player, MP host, MP client).
  • Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
  • Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
  • Rich text icon selector.
  • Newly unlocked recipes are highlighted until hovered.
  • Spidertron remotes now allow to add queue commands and a command to follow any entity.
  • Added vertical/horizontal blueprint flipping.
  • Transport belt drag building is locked into a line, can be turned off by an interface setting.
  • Ghosts can be fast replaced and rotated.
  • Ghost build can be used to fast replace non-ghost entities, which results in an...
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Comment

And that's how you learn to use filter inserters. :)


22 Nov

Comment

Originally posted by jdplay5

A trailer it is in the title :)
But to answer your question What happens when a modder goes in and tweaks EVERY GFX in the game From the splash screen to the smallest GUI of the menus!
I hope u enjoy this Alternate viewing of your hard work V

Honestly, I don't see how it looks nice in any way XD


20 Nov

Comment

Originally posted by rt-sp

are these come with 1.1 or mods?

No mods in this video


19 Nov

Comment

Originally posted by amunak

I already have 3 [toolbar] columns. I don’t use the 4th as it blocks the chat.

Oh right! Maybe you guys (/u/klonan) could look at that? Sounds like an easy fix.

...unless you rewrite the chat UI to adjust based on the toolbar / UI elements height or something. Which you will do because you are amazing and love to do things properly.

its already fixed for 1.1


18 Nov


16 Nov

Comment

Originally posted by fatpandana

Ops. I miss read that, still havent had cafeine. Cannon capsules are not re useable.

Yeah and I misread the previous post thinking it was about cannons, with a lot of caffeine in. Didn't help apparently.

Comment

Originally posted by fatpandana

Please tell you have been scrapping them!

You mean the cargo rocket sections? No, I thought they meant the capsules for the cannons. I reuse rockets as much as I can, I don't use cannons at all.

Comment

Originally posted by craidie

The second you get a cargo rocket.

For example the only source of vulcanite on Nauvis is from deep core mining. And you'll be getting a metric shit ton of stone to dispose of if that's the only source of vulcanite you have. And you need Vulcanite for space science...

When you start thinking of bringing back things that are found on nauvis surface It won't be immediately profitable.

First we need to figure out the cost of a launch.

  • Capsules are reused completely, so no need to factor that in, we do need to bring them though. Sections are a bit more complicated. A single rocket can fit 23 rockets with pods(18 slots leftover.). you get 20% reused from the rocket that brought it. 80 sections take another 16 slots. That leaves 2 slots for whatever for a delivery of 24 rockets. That leaves a single rocket build cost back to nauvis at 104 ish cargo sections

Rockets crashing complicated as hell

0.9^({ Rocket Su...
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Ooh the cannon capsules are reusable? I didn't know that. :)

Comment

I stayed on Nauvis resources for a long time. I was in the exact same thinking as you, thinking I am in critical desperation for copper. But when I went far enough on Nauvis, I found patches worth millions. I don't know if that was just my luck with generation, or if there's some inner range that SE just reduces resources, but basically for normal resources Nauvis is fine for a very long time. I'm running a bit low on uranium and I need to push into biter territory a lot, but nothing unsolvable. Also I've been using a lot of uranium ammo so that's probably why.

My first planets were when I needed vulcanite (I switched my entire smelting to vulcanite block infused for the +50% ore efficiency), and later the special resources for space sciences.

The rocket reusability tech, together with the aeroframe scaffolds used in Low Density Structures alternate recipe, and on top of it all the best productivity modules you can afford, are to me the most important things - tryin...

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