Factorio

Factorio Dev Tracker




18 Feb

Post

Graphics

  • New visuals for poison capsule effect.
  • New dying effect and remnants for flying robots.

Sounds

  • Entity destroyed alert - Sound softened and lowered in volume.
  • Weapon sounds (WIP) - new Pistol, Submachine gun, Gun turret, Laser turret.
  • Logistic chests open sound (WIP).
  • Poison capsule cloud (WIP).

Bugfixes

  • Fixed that reordering heat buffers during the same tick a different heat buffer was built would leave the heat buffer state corrupted. more
  • Fixed that entity sounds with probabilities would loop forever once they started playing. ...
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17 Feb

Comment

Ryzen 7 3800X 8-core, CL 16-16-16-36 3600MHz, Base clock 4.2 GHz

stevetrovs_10K_mega_belt_base.zip

  • Performed 1000 updates in 12077.453 ms
  • avg: 12.077 ms, min: 11.287 ms, max: 28.803 ms

14 Feb

Comment

Originally posted by Schump97

One improvement I would like is high resolution icons throughout; some of them now look a bit 'basic' for a 'complete' game.

(The fact that this is my biggest gripe shows how polished the game is).

HR Icons is on the TODO for 1.0 :)

Comment

Originally posted by Jubei_

The new poison cloud looks really nice!

Now if you can apply the same love to the fugly beacons, we can call it 1.0 and move on. :P

We are applying love to the beacons, but they need a lot of it, and they are very important to us, so we are really taking our time with them.

Comment

Originally posted by jordanb716

I noticed the robot death animations have velocity, will they inherit the robots velocity if it's moving? Would look pretty odd if they died and suddenly went the opposite direction lol.

nope, death particle velocity is not affected by the speed of the robot

Comment

Originally posted by Aurunemaru

It's just me or the fight robots should kinda shutdown like its batteries ran out (then crashing in the ground) instead of exploding like they were destroyed by attacks?

In the gif they were killed by damage, so they explode and die catastrophically.

When expiring there is no explosion and they fall more calmly.

Poison cloud Ernestas, posila

The poison cloud animation is a placeholder spritesheet (that kovarex found somewhere on the internet), we have wanted to improve it for a long time, but since it was always such a small detail other things took priority. Well now is the time to finish everything, big and small.

Mp4 playback not supported on your device.

Some of the problems we see with the old placeholder animation:

  • The edge (where damage will apply) is not clearly defined
  • The center strongly obstructs vision underneath the animation
  • It breaks the perspective/height illusion with its very circular shape

The new animation was done quickly and without the need of any large changes to the Factorio engine. This is the mindset we are in these days, use the engine features we already have to finish things quickly and without trouble, and we try to stop ourselves going crazy with more detail.

...

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11 Feb

Post

Bugfixes

  • Fixed infinite loop in renderer when trying to render water reflections created by off-screen entities under some circumstances. 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.

External link →
Comment

Originally posted by airfighter001

Scrolling on the map view of steam turbines or nuclear reactors seems to crash the game in this version. Don't know which of the two yet.

/edit: Crash also happens when zooming on a furnace-array, so might be something to do with the particles or clouds of those buildings.

Also found a crash case when opening a blueprint, working on reproducing it rn.

whoops, hotfix incoming

Post

Bugfixes

  • Fixed a crash related to multiple blocks reserved for different trains but later merged by placing a rail. more
  • Fixed that construction robots were missing their working animation. more
  • Fixed circuit network debug visualization text overlap. ...
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Comment

Originally posted by trixie_mcpixie

I think it would be cool if there were mining robots you could research. They would not by flying robots, would work within a ground range of a robo port, deposit into the logistics network, and need to recharge in a similar way to flying robots.

The pros would be very little pollution (equivalent to hand mining) and very little infrastructure (no belts, power poles, miner machines, etc.. just a robo port).

The cons would be that they can't increase productivity in the same way that mining productivity improves the electric miners, and speed could only be increased with worker robot speed / cargo size.

They would be useful for midgame outposts, allowing for simple setup and giving off little pollution, but later game the regular miners would be favoured again.


07 Feb

Comment

Thanks for the feedback, I will take a look at the scenario again before 1.0, so this post is quite useful

Post

Hello,
We released 0.18.4 this week, same old same old, more bugfixes, more bugs, more changes. At this stage of development, not many interesting things are happening, we are just polishing what we have.

Minor terrain render optimization posila

Just a couple days before the release of 0.18.0 I had an epiphany about a terrain rendering problem that was bugging me for a really long time. When rendering terrain, we reuse the texture from the previous frame. How this was always done, is that we would render the texture shifted to the new position, fill up the gap, and then copy the final result back into the texture for reuse in next frame. So what was bugging me about this? This simple operation would result in rasterizing 2 screens worth of pixels. While that is not a problem for at least half decent GPUs from the past decade, it's a significant work load for integrated GPUs, which in general have an order of magnitude lower memory bandwidth than dedicated ...

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06 Feb

Comment

Originally posted by Silari82

Problem with using Space Exploration is that Earendel marks any kind of teleportation mod as conflicting. Even if it's not in the conflict list, there's code to stop the game from loading if any mod has 'teleport' in the name.

There is one exception to that check: https://mods.factorio.com/mod/Teleporters

Post

Balancing

  • Wave defense difficulty will scale with online player count.
  • Wave defense hard difficulty will give 50% less bounty on each kill.

Sounds

  • New sound for small explosion.
  • Combat robots now have their own explosion sound.
  • Shotgun has more variety so it sounds less repetitive.
  • Vehicle impacting wooden objects (e.g chests) now sounds subtly different to crashing into trees.
  • A few minor volume level changes including lowering the offshore pump and electric furnace.

Bugfixes

  • Fixed a crash when saving fails due to mod issues. more
  • Fixed a crash that would happen when the player ent...
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31 Jan

Comment
    posila87 on Steam Forums - Thread - Direct
Try to disable V-sync in graphics options. If that doesn't help or introduces tearing, disable "Use flip presentation model" in graphics settings (you need to restart the game for this one to take).

If that doesn't work either, try to see if you can disable G-sync for Factorio in nVidia control panel.

Hello,
We released 0.18.2 and 0.18.3 this week. In terms of major releases, this one has very few bugs, so we haven't had a lot of pressure to crank out the releases at lightning speed.

New Sounds Ian

In the sound design department we have been hard at work to bring you a better gaming experience with the help of some new and improved sound effects. It struck me that the whole sound track used to have a lo-fi, almost 'dirty' feel, by which I mean the sounds were unclear, had a low resolution and possibly used recordings made with the wrong microphone positioning. So with Val's help we have set about improving some of these sounds. For example, there are new sounds for all the transport belts, they don't sound very different but they are smoother sounding and less annoying.

Mp4 playback not supported on your device.

Similar to the transport belts, we also have sounds for the combat robots that are designed to harmonise with one anoth...

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