Factorio

Factorio Dev Tracker




01 Apr

Comment

It was always regarded as a pretty serious issue, but was left like this due to complications. It's already fixed in the next GUI update I'm working on.

Comment

Nothing in Factorio has changed related to the RGB integration.

I would recommend trying to update the GHUB software, and doing a full system restart.

Also anecdote, but I had a lot of hassle with GHUB in the past, I would guess it is something in their software that has become corrupted.


29 Mar

Comment

Your client is running at 60UPS, but the server isn't.

A 2.6 GHz Xeon with 1600Mhz memory is not very well suited to running Factorio, you would be better with a lower core count processor with higher clocks (like your home PC).


27 Mar

Post

Bugfixes

  • Fixed Map Generator GUI becoming larger than the screen. more
  • Fixed Blueprint Setup GUI becoming larger than the screen. more
  • Fixed number pad Enter would be ignored by personal logistic request setup GUI if it was bound to in-game action. ...
Read more External link →
Post

Not mentioning it would be weird

I really think everybody has heard all about this and nothing else over the last few weeks, but yes, the Coronavirus.

For now, with Factorio, everything seems okay. We are all working from home, the team is still going, and so far we are following our plan quite well. We released the Character GUI and Statistics GUI last week, and some improvements such as new water splashes and leaf animations this week. Things are still moving along.

However it is still early days, we haven't really had any experience having the whole team work remotely, so there may be some challenges we need to tackle as time goes on. At the moment we don't know whether this will affect our 1.0 release date, I guess it will one way or the other, but for now we aren't announcing any changes.

Business as usual

Apart from the development side still running, our e-shop is also remaining operational, and we have just restocked on all ...

Read more

25 Mar

Post

Graphics

  • New water splash effects using water particles instead of an animation.
  • New animations for leaf particles.

Bugfixes

  • Fixed the tank not being properly centered to its bounding box (graphical issue).
  • Fixed GUI windows not drawing properly when they can't fit the screen width. more
  • Fixed glowing Heat pipe ending sprites. more
  • Fixed some character bonuses in bonus GUI not being printed correctly. ...
Read more External link →

23 Mar

Comment

Hmm, something like:

/c global.pvp.config.game_config.neutral_chests = true

It won't affect any old chests, only newly placed chests.

Here is another command to try to set the chests to the right force (it will set to the force of the last player who interacted with it):

/c for k, chest in pairs (game.player.surface.find_entities_filtered{type = "container"}) do if chest.last_user then chest.force = chest.last_user.force end end


20 Mar

Post

Changes

  • ENTER key can now be used to confirm the small "Set request" pop-up windows.

Bugfixes

  • Fixed that defines.gui_type was missing some values. more
  • Fixed tabs not changing correctly in the item select gui for train circuit/item/fluid conditions. more
  • Fixed that deleting blueprints didn't work in some cases. ...
Read more External link →
Comment
    posila87 on Steam Forums - Thread - Direct
Try to open Factorio properties in Steam, and set launch options to --dxgi-blit-model
Post

The beacon is one of the last entities left to convert to HR. As always, before 'just re-rendering' we take the chance to re-think the concept and modernize it. This post will try to go a bit deeper in the process of redesigning such an entity.

The old beacon

At the beginning of the project, the style of the game was less or more clear: nothing looks brand new. Everything looks dirty and DIY. The machines need to be full of details, if possible trying to explain its mechanics. The colors are provided by the raw materials. The bounding box is everything. And some other rules that I don't even remember now.

The main handicap at that time was that we didn't have the experience of how the average player is composing the factories. So we produce a nice looking model but once it is placed in the factory, it doesn't look that nice due to the lack of context.

The ...

Read more

18 Mar

Post

Gui

  • The production statistics and electric network GUIs now have a new look.
  • The kills GUI (K keyboard shortcut) has been removed. Kills statistics are now accessible as a tab in the production statistics GUI.

Bugfixes

  • Fixed an issue with nested items in items. more
  • Fixed Character GUI missing logistics tab due to missing technology migration. more
  • Fixed Characte...
Read more External link →

17 Mar

Comment

Originally posted by triggerman602

Is there any way to request blueprint items or books with logistic requests? If I send a blueprint to trash, getting it back is pretty hard.

They are normal items, you can request them in the normal way

Post

Gui

  • The character GUI now has a new look.
  • Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
  • Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
  • Updated the look of filter, item and circuit signal selection GUIs.

Changes

  • Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.
  • Removed the restriction of not allowing to have two identical blueprints in the blueprint library or blueprint book.
  • Allowed to delete blueprint/books/upgrade planners/deconstruction planners also when opened in other inventory.
  • Removed the utility slots (to create blueprint, book etc) ...
Read more External link →

14 Mar

Comment

Originally posted by ansermachin

This makes obsolete one of my favorite old posts from this subreddit:

Roses are red, violets are blue

Character logistics trash slots 2

Hah, that was one of my favorite posts also.

Comment

Originally posted by masterpi

Could we also get keyboard shortcut settings for the individual panes of the new character gui? Maybe shift-c and shift-l?

That's implemented. They are F1 F2 F3 by default


13 Mar

Comment

Originally posted by ReikaKalseki

but it's made this way to solve the problem of robots bringing you items before you finished setting up your request.

Finally! That has always been a nuisance for me.

Why did you remove all the personal logistics upgrade techs, though?

Since we merge logistic requests with auto trash, and auto trash was infinite, we didn't want to nerf auto trash slots to be limited.

Also we felt like a limited number of requests slots was not a very meaningful limitation. I always used the grid to keep my requests organised by leaving empty spaces, but I was always forced to fill those empty spaces due to limited number of request slots.

Comment

Originally posted by sorahn

A couple questions:

  1. will there be a quick action button to turn on and off logistics? (like roboport and legs have)

  2. Using inventory/stack transfers in the player inventory will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.

    If I have the crafting tab open, and you ctrl or shift click items in your inventory (right now it trashes them) what would happen? Nothing?

  1. The button will not be in the tools GUI, but a keyboard shortcut was added
  2. In the crafting tab, shift clicking weapons and armor will get them equipped; anything else will get trashed. It's intended as a more veteran shortcut