Factorio

Factorio Dev Tracker




13 Mar

The Character GUI Twinsen

It was 11 months ago when we first mentioned the new Character GUI, in ...

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10 Mar

Post

Bugfixes

  • Fixed that some Lua events related to inventories would always report invalid. 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

Graphics

  • Fixed player character shadow didn't animate in idle state when not facing north.

Bugfixes

  • Fixed that LuaEntity::splitter_filter would reject a LuaItemPrototype. more
  • Fixed smart entity collision mode in tile editor did not work with offshore pump. more
  • Fixed that modded shortcuts that spawned items not visible in the blueprint library didn't work. ...
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09 Mar

Comment

We don't want people downloading and playing old buggy experimental releases.

We only keep up stable versions in the long term.


06 Mar

Comment

Originally posted by justarandomgeek

I think they like my buttons

Edit: Oh, they're pointing out a typo on one of them... I guess I get to make a third tiny update in a row...

Ah right :)

Comment

Originally posted by Villfuk02

Increment verion

u hwhat

Statistics GUI Klonan, Oxyd

The statistics GUI (electric network stats, production stats, etc.) is one of the GUIs that has been in the game for a very long time, and has had its functionality fleshed out reasonably over the years. It was not long ago when Twinsen added hovering and highlighting to the graphs.

Given that, and the relatively short timeframe for 1.0 release, the update of the statistics GUI has really just been a style update, no new features or heavy logic rewriting. Oxyd has most of the work done, so we are happy to show some real in-game screenshots of how it looks:

A notable change with the electric stats is that the Satisfaction/Production/Accumulator charge are next to each other in a single row, as opposed to each in a separate row. The label for the exact amount has also been moved to inside of the progress bar, which itself is much...

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03 Mar

Post

Graphics

  • New offshore pump graphics.

Changes

  • Removed the sound effect from the console-only electric-energy-interface.
  • Item localised name takes priority over place-result localised name when showing item's tooltip. more
  • Offshore pump is now buildable on ground tile adjacent to water instead of water tile adjacent to ground.

Bugfixes

  • Fixed that the map generator GUI didn't reset to the correct defaults when changing presets. ...
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28 Feb

Post

Offshore pump redesign V453000, Albert

As one of the last entities which do not have high resolution graphics, the time has come for the offshore pump.

The offshore pump is practically a 1-tile entity, but they must have a 1 tile gap between each other. It is also the only entity placed on a water tile at the moment.

When we changed the way how terrain to water transitions work, we moved the offshore pump to be placed on the water tile. This can result in the pump drawing over terrain in ugly ways.


With the redesign, we took the oppourtunity to move the offshore back onto land, and additionally the pump checks a 2x3 tile water area in order to be buildable.

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27 Feb


25 Feb

Post

Features

  • Added Rocket rush scenario. (...
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21 Feb

Comment

Originally posted by MyNameIsTrez

I love these longer posts, I can't wait to try out the updated wave defense scenario tomorrow!

It won't be updated until next week (so you can try it out next weekend)

Comment

Originally posted by Jackeea

A reference to one of the prequels of Star Wars - in this case it's a quote from Palpatine in episode 1.

Thats not count dooku, its frank

Comment

Originally posted by omgredditgotme

Please, using the MIRV mod makes the game really hang. Regular nukes are a little better but considering I need to leg it away from an angry hoard of radiation-toughened biters it's still not ideal.

I can add the filtering to MIRV for the after the next Factorio release :)

Comment

Originally posted by ReBootYourMind

Any plans to add proper graphics to them?

nope

Comment

Originally posted by smurphy1

Are there any plans to add them in as vanilla entities?

nope

Comment

Originally posted by Loraash

Ah, OK. Is the prototype staying though for mods in 1.0?

Sure, the prototypes will stay, they are super useful debug entities for us, as well as mods etc.

Comment

Originally posted by Loraash

switching the loaders to stack inserters

wait, what?

Team production would use loaders to input and output items to the player areas. However they don't have proper graphics, so I switched them to be stack inserters