Factorio

Factorio Dev Tracker




21 Jan

Comment

Originally posted by mgabor

So does Steam Family Sharing work now with the new mini accounts?

Hmm, we will consider it as further improvements (low priority)

Comment

Originally posted by splat313

Could someone with a large base give an idea of the scale of the performance improvements that were made?

Looks like a nice set fixes and optimizations.

Its about 2x

Comment

Originally posted by AudaciousSam

I love that they implemented my suggestion of: "Continue"

You were right all along

Post

Features

  • Steam users can now log in automatically through Steam without needing their Factorio account password.
  • Steam users without a Factorio account can create one by providing only a username.
  • Reworked main menu structure.
  • Added a "Continue" button which quickly loads the latest save game.
  • Added a "New Game" GUI that shows all the ways to play the game
  • Added a setting to the map editor to show/hide the extra entity settings.
  • Added a map editor GUI to edit force data modifiers.
  • Added a PvP team option to create a moat around the starting area.

Graphics

  • Added animation to water.
  • Added animation to trees.
  • Added LUTs and color corrected the game sprites.
  • Added sliders to the graphics settings to adjust brightness, contrast, and saturation.
  • Added on damaged effects for most entities.
  • Added specific dying explosions for most entiti...
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17 Jan

The main menu rework Twinsen

Up until I looked at the source code, I was always confused about the differences between "Start campaign", "New game" and "Scenarios". New game seems like the same thing as "Scenarios"->"Freeplay", but are there any differences? We then later added a few more bonus scenarios, but they are hidden in the scenarios menu, with no explanation about what each is, what to expect or if it works in multiplayer. I believe it's very important to communicate to new players information about the game's content. It's also important to show that freeplay is the intended way to play. So all this prompted me to rework the main menu a bit.

I started with the structure. The structure always seemed odd to me, compared to what I'm used to from other games. Important options like "Load game" are lost among options that are never used (like "Replay game").
So I came up with a new structure. It looks like this:

  • Continue
  • Single p...
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10 Jan

Merch store open again Klonan

Our e-shop is now open again after taking a break over the holidays and new year.

We have also restocked our new Factorio sew-on patches, so if you didn't manage to pick one up over the last weeks, now is your chance to order one.

Campaign reassessment Abregado, V453000, Wheybags

Learnings from the Introduction/NPE

After deciding to cancel the Introduction/NPE (Tutorial/Demo) we took some time to assess what we learnt. Here are just a few of the points that we took away from the experience:

  • Players dislike being told that they must restart.
  • Players (ironically) don't have regrets after they restart.
  • It is valuable for new players (< 30 hours) to rebuild 1-3 times.
  • Lowering player con...
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04 Jan

Comment

You can redeem a website key from the GOG site and use that to upgrade your account

Comment

Originally posted by OwenProGolfer

For everyone saying paid DLC: what would they add that you can’t already do for free with mods?

There are a lot of things that mods can't do (these would be mainly the candidates). Or things that mods can do, but not in as optimised way as we can do.

Also, we would always make things little bit differently even if something similar is done by mod already.

As an example, I give you the blueprints.

There was actually a blueprint mod before blueprints became a thing in the base game:

You had a special item that you could build to specify 2 corners of the blueprint to be stored. Then, through some gui, you selected the blueprint to be built and then you had to build different entity that specified the position of the blueprint to be built. It spammed that blueprint on the map instantly for you. It was interesting, but very clunky. Compare it with what we have now, blueprints as items with tooltips that contain preview of the blueprint. Instead of just appearing, it is built by robots, you get warnings when you have not enough items to build i...

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Comment

Originally posted by Razor_Fluff

Factorio is a preety complete game for me if it makes any sense. Like paid DLC's are maybe the thing. But we got a few games factorio-like lastly. And TBH it would be hard to make like Factorio 2. Also what could be possibly added in those DLC's? I saw an idea of improved combat mechanics etc but it could be just a big update, IDK. I know it may sound like I'm stingy but if there is anything really worth it, like a big deal addition to the game I'm willing to give Factorio devs my money ^

There is a lot that can be added. More than we could do in a lifetime :)

Comment

Originally posted by WideWeierstrass

The "obvious" extension to Factorio is to implement interplanetary logistics so that a factory on one planet can receive shipments from a factory in another planet that has different resources available. You'd have the incentive to have high tech and complex factories because you'd want to minimize weight sent to space by sending refined or manufactured materials (circuits instead of copper ore). Hopefully with something interesting going on in space like orbital stations and such.

The problem is that those mechanics are very lategame, which realistically most players would never see, so it can't really happen unless "Factorio 2" shifts to building many small factories in many planets, instead of just a big one. But I don't think that's nowhere near as interesting as the current game loop.

Adding things late game is fine by me. It increases the progression scale. Lot of people don't start the rocket, because it is almost "just the end of the game" (apart space science).

But if there was a whole chapter of gameplay behind it, you bet that more ppl would go for it, and even if they wouldn't, i don't care, i would and you would :)

Comment

There are SO MANY THINGS that could go into a dlc (lets call it expansion back). I have a whole trello board for things, and a working branch with one of the first additions I want to put there. We even spent one whole weekend testing the branch in a MP lan party, and it was a lot of fun. I'm just not allowed to put it into the base game, because we want to stick to no feature policy so the game gets actually finished. Obviously I can't tell you what it is. Sorry for teasing, I just couldn't stop it :)

So ... DLC makes a lot of sense to me, Factorio 2 ... not that much.

There are other possible things that could be done apart that. I would love to play some kind of Factorio online game. Turn based competetive - market driven game, where everyone build their own factory on their own little piece of land. People would have to try outsmart others, specialise depending on the market and try to predict the changes of the supply/demand ratios as the overall research p...

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03 Jan

Post

Hello,
The office here in Prague is still 'closed' until next week, so not much is happening (so our team can rightfully rest). Things will get cracking again on Monday, and our first task is to get 0.18 done!

For that reason, the FFF today is a little on the short side.

2019 recap

2019 was quite a 'typical' year for us. We released 0.17 early in the year, did some bug-fixing for about 6 months, and then we went back to development work. Saying that, we hit some major milestones this year:

  • There was the all time concurrent player peak of over 22,500 with the 0.17 launch.
  • The historically low count of bug reports on the forum.
  • 2 million sales which we reached just last week.

You can see some correlations between this timeline and the commit frequency graph below.


Please note, the number of commi...

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28 Dec


27 Dec

Comment

Originally posted by Sirzento

So I also need to disable half the mods on the server? Does the world breaks if a mod is missing?

It depends on the mod, some small QoL mod won't really matter, but if you're factory is 95% Johns_Janky_Junk then disabling the mod will remove all the entities the mod adds, and break it.

Comment

Try disabling half your mods, see if the problem persists. If not, then you know one of the mods you disabled was causing it. So then disable half of those mods... etc.

Basically its one of the mods

2020 Vision Albert, Klonan

2020 is going to be quite an exciting year for us. We have our 1.0 date set to the 25th of September, and there is a lot of preparation to do.

It is no doubt to any of us that we would not be able to have any success without the great community that has developed for the game over the last years, and the support of all our players and fans.

As is almost tradition, Albert has prepared a commemorative postcard/wallpaper to celebrate the last FFF of the year.

Click to view full resolution

Here's to a great year to come!

The local maximum - The tutorials swap kovarex

I h...

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24 Dec

Comment

Originally posted by ZeruuL_

What is the pollution/min from these drones? I can see them in the pollution tab but the drone doesn’t display the exact number/min like miners’.

It depends on their speed, they make a certain amount of polluter per resource mined