Factorio

Factorio Dev Tracker




18 Jun

Comment

We are already on track for August 14th, no need to change the date again.

Comment
    posila87 on Steam Forums - Thread - Direct
Yes, we keep the current August release date. Circumstances that allowed us to move the release date forwards haven't changed, and Cyberpunk was just a catalyst that started us thinking about moving the release date to begin with (not sole reason). 5 extra weeks would not be enough to squeze in some good surprise feature, and we'd probably just mess something up instead (we still might before August :P)

16 Jun

Post

Graphics

  • New beacon graphics.

Features

  • Changed fluid mixing to a simpler version that only checks when manually building most things.
  • Added a flush fluids button to the pipe, underground pipe, and storage tank entity GUIs.

Gui

  • Show only unlocked items in filter selection (inventory and quickbar) and logistic/trash requests. Other selections like signal selection/upgrade selection are not affected. New interface settings (off by default) bypasses this and allows the player to see all items as before.
  • When selecting an element from a slot that has already value, the selected value is now going to be highlighted with the related tab (if applicable) selected.

Bugfixes

  • Fixed a few weird pixels in heat exchanger East sprites. ...
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14 Jun

Comment

Originally posted by Zaflis

If you're seeing people talk about them messing with performance, that's an old bug that was fixed ages ago.

What? As far as i know, roundabouts are still horrible for UPS compared to usual 4-way intersections.

When people do roundabouts it's majority of the time for cityblocks, and that's where the UPS concern is the biggest because it's repeated in so many times.

(I guess with "performance" you meant throughput, but UPS is still more important than that in my opinion. I don't remember when i last saw any train waiting its turn at an entrance to any intersection.)

There isn't a significant UPS difference between rail systems with and without loops.

The main factor that affects train pathfinding cost is how direct a path there is from the train to the destination. Loops don't really influence that.


13 Jun

Comment

I hoped someone would do this someday, and now it is a reality. I can't express how much I love this :)
And obviously, I would love to know how much room for improvement there is :)


12 Jun

The Beacon Redesign V453000

The Beacon is one of the last entities that don’t have high resolution graphics yet. In the rather recent ...

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11 Jun

Comment

Originally posted by SkyCrafter2000

Is it possible to make a mod for it?

Not possible

Comment

We were in contact with Corsair about it, and we got their SDK and API docs.

But the way they do their RGB system is just completely different to Razer and Logitech, there was not a clean way to integrate it, and we would have to ship with their DLLs in all our packages.

So we decided not to go ahead with it.


10 Jun

Post

Graphics

  • New electric mining drill graphics.
  • Tweaked electric mining drill icon to be a bit more colorful.

Minor Features

  • Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents.
  • Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players.
  • The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically.

Bugfixes

  • Fixed crash when merging force that contained unit groups. more
  • Fixed character preview being empty when the character is in a vehicle.
  • Fixed script error when trying to load old...
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08 Jun

Comment

Congratulations, explanation of this kind of attempt is actually quite useful to read. I have a confession to make, I never actually tried the achievement, when we were designing them, we kind of looked at the world records at that time and multiplied it by something (2 I think), and hoped it to be reasonably achievable. With the science packs update, we didn't change the time and I was afraid that it might be too short, but it is probably ok.I should try it one day :)

Comment
    posila87 on Steam Forums - Thread - Direct
Hello, you can either use launch option --force-d3d or edit config.ini (in %APPDATA%\Factorio\config\config.ini) and delete line force-opengl=true from it

05 Jun

Comment

Its a sandbox game, we give as as many tools as we can for players to create their own challenges.

There a many reasons a player might want to disable a specific resource, and maybe many others we don't even know about, and of course mods can multiply the reasons.

The question here is less why, more, why not? We don't want to tell players how the game should be played.

Electric mining drill redesign Ernestas & V453000

The electric mining drill is one of the older designs still in the game, and we have had our eye on it for a long time as a candidate for redesign.

We would have loved to rework the mining drill in 0.15 when we added high resolution graphics and the pipe patch for it, but we had many nuclear related graphics to do for 0.15, so we just did the necessary minimum and postponed the full redesign. Now was finally the time we could unleash Ernestas onto it.

The old design

The most problematic aspect we see is the weak radial animation that’s more like gently harvesting a field, rather than aggressively mining and destroying the planet.

The original mining drill is also very flat like a top-down square. In general we try to avoid square entities like the plague, as they tend to look disintegrat...

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03 Jun

Post

Graphics

  • Improved 8px versions of circuits so they look better on belts when zooming out.
  • Improved 8px versions of inserters so they retain their color better.
  • Tweaked Steel plate and Plastic bar icons to improve contrast between them.

Changes

  • Constant combinator and infinity chest filters can now be confirmed using Enter. more

Bugfixes

  • Made grey virtual signal a bit darker to have more contrast with white virtual signal. ...
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02 Jun

Comment

Originally posted by TjTheEpicOne

I have the same headset it’s pretty good and that’s a really cool stand for sure!

Me too :p One at the office and one at home


01 Jun

Post

Graphics

  • Reworked Engine unit icon.
  • Tweaked the color of Sulfur icon.

Changes

  • Updates to mini-tutorials.
  • New descriptions for mini-tutorial list.

Features

  • Added support to manually set several paths through the config.ini [path] file. 'saves', 'scenarios', 'mods', 'archive', and 'script-output'

Bugfixes

  • Fixed choose-elem-button filters not being respected when clicking the button with an item in hand.

Scripting

  • Added LuaEntityPrototype::grid_prototype read.

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

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30 May

Comment

Can you share a save game? Are you using any mods?


29 May

Comment

Originally posted by zergling_Lester

I got back into Factorio recently after a loooong break (since 0.16 I think) and got kinda confused by some parts of the new UI. It looks like the process of natural evolution got it into some not quite reasonable place.

For example, new items no longer get assigned automatically to the shortcut bar, and yet left clicking on it brings up a filter menu.

  • I'd like to have an option to bring autopopulation back, there's even a perfect place for the toggle for it now. Especially when starting a new game it feels like such a pointless hassle to have to go to the inventory every time you craft something.

  • The filter should go of course and clicking the shortcut bar should open the inventory instead. Maybe even invent some sort of quick-swap mode for right-clicks.

I suspect that the lack of the autopopulation would be especially confusing for new players, because now there's zero visual feedback when you mine or craft something. It...

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A big reason there's no more autopopulation is because players are more likely to use and remember quickbar item locations when they were the one who set them, instead of the game doing it automatically.

Another reason is the quickbar always became a mess of autopopulated items ...

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