Factorio

Factorio Dev Tracker




28 Apr

Comment

Originally posted by LP40

Not a bug with the game itself*

My Laptop has a bizarre dual GPU architecture whereby a single proprietary NVIDIA driver controls both a high end and integrated card, picking whichever one to use whenever appropriate. The manufacturer made sure this works absolutely fine in Windows, but in Linux things are a wee bit unstable.

This particular error occurred when putting the system to rest mode with factorio running in the background. It’s pretty interesting to look at nonetheless, and still technically playable. The map view and inventory screen are still completely normal.

Related issues are actually present on pretty much all nvidia gpus on linux, not just optimus laptops. I reported a similar issue to nvidia: https://forums.developer.nvidia.com/t/glgeneratemipmap-corruption-after-hibernate/63962/4

Basically, with the nvidia proprietary drivers on linux, if you do anything unusual, the contents of memory are undefined. It sucks.

Comment

Peaceful mode sets the biters to only be 'distracted' when they are damaged. If you attack one guy, he will retaliate and call nearby friends to help him.

If you run away, or kill them without aggroing any more biters, then when you return, they will be peaceful again.


24 Apr

Comment

Originally posted by Gangsir

From my knowledge all of Klonan's (or any other dev's) mods are ideas he/someone else had for the game, but were rejected because the rest of the team thought it wouldn't quite fit or wouldn't make the game more fun for everyone.

That's why he turned them into optional mods.

Not really so much, I make mods because they are my own and not subject to the rules or guidelines of the main game.

Sometimes I make an experiment to see if something is possible in the engine, and if it is and I find it interesting, I will develop that idea into a mod.

Like with transport drones, since my first experiments with total automization and construction drones, I realised that just lettings units go from A to B is easy to do, but has a bunch of problem with the gameplay. For instance little compi bots getting in the way when trying to build.

So I wanted some way to prevent them going just anywhere, which is where the idea of the road network came from. And then there were the fun programming challenges, such as determining when networks should merge or split. I put off starting the mod for a long time because I thought this logic would be a real pain and cause me a lot of pain. It turned out it wasn't so hard (but then like 1 month later someone ...

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Comment

Originally posted by MachoManRandySavge

As shown above, this just started. I was running games on this server for a while, just switched maps, and now this starts with any map I try. The server factorio version is updated to the most recent. I even save the game on the server computer then try to launch, same thing. Any suggestions on why it thinks the maps are from a future version of the game?

EDIT: The server computer, when I run factorio normally (not headless) is build 0.18.21 (Build 51104, win64, steam)

EDIT 2: Other things I have tried, verifying game files, full uninstall / reinstall, trying versions 18.20, 18.19. Still shows the game loading as version 18.18, and the wrong build, but if I play factorio it shows the correct build.

The log says its loading 0.18.18, not 0.18.21

Post

Bugfixes

  • Fixed that the mod settings GUI was only showing hidden settings. more
  • Fixed crash in mod updater. more

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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Post

Features

  • Added new environmental trigger effects for grenade, artillery and nuke explosions. (...
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Post

Tile transition collisions Klonan

We first mentioned a change to our tile transition logic back in ...

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20 Apr

Post

Bugfixes

  • Fixed a crash when loading saves from 0.18.12 and older while re-spawning and having personal logistics researched. more
  • Fixed offshore pump selection box to match the new graphics. more
  • Fixed possible performance issue related to animated trees in OpenGL rendering backend. ...
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17 Apr

Post

Environmental particle effects Dom

Since the particle optimization we did for 0.18 (...

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10 Apr

Comment

Originally posted by hazmodan20

Is there going to be a way to play the "new old campaign" in Multiplayer?
I wanted to get my friends into the game and I thought it could've been a splendid way to do so!
Can't wait for the maps in either case! <3

Nope, sorry.

Comment

Originally posted by kiplinght

The images in the blog post don't load for me

Where are you located?

EDIT: Seems like biters got into our Japanese CDN, so we're going to nuke it.

Post

As stated in previous FFF's we will be making some changes to the demo and tutorial content in the game. I wanted to clarify exactly what is being removed and what it is being replaced with, as this content is almost ready for release. If you would like to catch up on the topic, you can read Kovarex's piece in ...

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09 Apr

Comment

Originally posted by unsolved-problems

It's truly amazing. Someone makes a reddit post, devs push a change 2 weeks later. As a software engineer, I think it's absolutely mesmerizing how closely Factorio team, product managers and devs listen to community. Never experienced this level of organization in any company I worked in before.

The devs are the players and the product managers, so no middle man.

I also think it's one of our strengths and it's sometimes sad to see when bigger games's design or programming teams are so disconnected from their player base.


08 Apr

Post

Changes

  • Adjusted steam engine and turbine collision boxes so player can walk between two steam engines.
  • Roboports allow exporting both logistics and robot stats at the same time. more

Graphics

  • Added offshore pump remnants.
  • Added new dying effects for biters, spitters, worms, and spawners.

Gui

  • Added confirmation box for deleting blueprint book.

Sounds

  • New or updated sound effects include:
  • Transport belts - new concept for these sounds.
  • Turrets rotation sounds and fold/unfold.
  • Weapons improved and made more powerful, e.g. submachine gun, shotgun, gun turret, vehi...
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04 Apr

Comment

I haven't heard of anybody else having a similar issue, so I would likely guess its something with your local network configuration


03 Apr

Post

Sound design update Ian

One advantage of switching to home working during the COVID-19 crisis is the ability to listen to the game using speakers rather than headphones, and this has proved useful in balancing the relative levels of the game. Val has also been getting to grips with Lua, and this has led him to working on attenuations, which have been proving problematic. For instance, we noticed that sounds such as the radar were getting cut off when you walked away from them, rather than fading out cleanly.

I investigated and discovered we had a maximum environment sound limit of 15, by raising this to 50 we have eliminated many of these problems. But then the downside is that there are now more sounds playing and therefore more clutter to mix and balance.

Pink squares indicat...

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