Factorio

Factorio Dev Tracker




30 Jul

Post

Graphics

  • Improved the blueprint grid visualisation, so it shows a rectangle instead of just the corners.
  • Added blueprint grid visualisation when building in the world.

Bugfixes

  • Fixed cleaning ghost cursor. more
  • Fixed crash when clicking a blueprint book upgrade slot with an upgrade planner in hand.
  • Fixed navigating in a blueprint book item when opened directly from a quickbar. more
  • Fixed tha...
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29 Jul

Post

Major Features

  • New blueprint library GUI. Its user interface had been aligned with the way inventory works in as many ways as possible. (...
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25 Jul

Comment

It does sound like traffic shaping/routing (UDP packets might take a more unreliable route and Factorio doesn't like dropped packets)

What VPN do you use? WatchGuard? It could also be related to the way packets are formed. I might be looking into improving the way Factorio handles multiplayer, since I see these issues more often than I like, but I need to somehow reproduce these issues.


24 Jul

Comment

Originally posted by TaohRihze

I needed it a long time, which is why I added random components, such as rail to many of my blueprints for easier alignment (at least then it is 2x2 square slide and not 1x1).

Reminds me, we need to try setting the size to an odd number while having rails in the blueprint.

One of the many things that were already fixed during bugfixing. Only evenly sized grid is accepted for a blueprint containing rail.

Comment

Put it to https://ideas.lego.com/ and I will give it all publicity I can :)

Blueprint library finishing touches kovarex

At the time of writing the Friday Facts last week, not all of the planned changes were finished, here is the finalisation, so here we go.

Persistent library contents

The problem is old. You play a modded game and have your blueprints in the library. Then, you decide to put the mods aside for a reason (to join a MP game, or just try a different modset). At that moment, if we didn't handle it in a special way, all your mod-related content in your blueprint library would be removed.

We solved the main part of the problem already ...

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19 Jul

Comment

Originally posted by cl0wnt0wn

This came up in my channel yesterday while we were reviewing the FFF. My hypothesis was that, at some point, the Factorio devs saw the FFF as a definite burden and a duty to report out to the players, rather than an anticipated outlet / celebration of their accomplishments. And then within the last ~year or so of FFF's they embraced it as a necessary part of making the Factorio 1.0 launch as good as it can be. I bet this can be demonstrated by the time of the day at which the FFF was posted each week. That is, a post in the late hours would reflect a disdain for having to do it and give report, whereas an early-ish thing that they post as they leave work on Friday would reflect a positive attitude about it. Sure enough, around ~256, there was a dip in the time of day at which it was posted, and around that time, the quality of updates and content improved greatly.

Further questions:

  • What changed around FFF 256 / August 2018?
  • Did someone take over...
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To expand on what Posila wrote, I want to go a bit more in depth.

Before about FFF-252, the Friday facts was more of a 'reactive' dev blog. We would do some work all week, and then when Thursday/Friday came around I would ask around and see what we had done that week. This worked really well during the 'good old days' where we were adding lots of features, and work progressed at a rapid pace.

However as the development focus started to shift from adding new features to polishing and finishing things, this approach started to not work that well. Very often on a Thursday, we would have 'nothing to show', and the responsibility to 'manufacture' something to show fell to kovarex, Albert, or I. This placed a lot of pressure on us 3, and Friday felt like a weekly guillotine just waiting to drop, until we scrambled to push it back another week (a little bit hyperbole). This resulted in a lot of Fridays us being in the office till 8/9/10pm, and never being able to focus on...

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18 Jul

Comment

Originally posted by kaktanternak

In case Kovarex, or someone else from Wube reads that, please don't forget that you're the very best team any game (and game's fans!) could ever dream to have

Mental health is often omitted in health discussions, be it among family, friends, in politics when they talk about healthcare system and basically everywhere. If you feel like life is draining you out, like there's nothing more that can give you happiness or joy, that you are not wanted/useful... Don't be afraid to seek specialist's help. Some people might have enough luck to live through suicide attempt, but sadly it doesn't happen all the time.

I really wish everyone at Wube to find their happiness in life and to remember - you're the best f**king team that ever worked on a game! Thanks for that ^^

Thanks for the support, it is appreciated. It has been decades since I was seriously considering suicide for the last time, but I know how hard can things get.

Interesting fact: We were friends with my current wife very long time before we got together, at some point I promised her, that whenever I would like to kill myself, I first had to call her. The idea, that I would have to call her and explain was so uncomfortable, that it stopped me from even considering it a few times. My wife is a wise woman.

Comment

Fun Fact - I was able to count 93 cases of the word "Blueprint" in this FFF.


17 Jul

Post

kovarex - the story of motivation

This wall of text is about my personal struggle with Factorio and life, feel free to skip to the next subject if you wish to see the actual Factorio content.

Beginning about two years ago, I started to have these problems, it was harder and harder to force myself to work on the game and I didn't enjoy it that much. So I was looking for a way to have a break.

I know exactly when I disappeared from the Factorio development, it was August 26, 2019, the release date of World of Warcraft classic. The planned 3 weeks of playing kind of extended to be more like 3 months. One of the big reasons was, that I already had 60 level priest when I realized that tanks are so hard to come by, so I re-rolled a tank learned how to play it and levelled it to 60. It was a great fun to finish all the dungeon content and acquire the pre-bis (pre raid best in slot). This all just to find out tanks are far from a hot commodity when it comes t...

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15 Jul

Comment

Originally posted by Jjeffess

Slowdown capsules slowdown factor increased from 50% to 75%.

Does this mean that slowdown capsules will now make biters even slower than before, or the opposite?

If it's a buff to slowdown capsules then that's a welcome change.

They go slower, so their speed is reduced to 25%, before it was reduced to only 50%

Post

Gui

  • New high resolution tips and tricks images.
  • Visual improvements to the tips and tricks GUI and the rocket silo stats GUI.

Graphics

  • New remnants for assembling machines and land mine.
  • New visual effects for slowdown capsule.

Changes

  • Changed sorting order of items: Same items but without data are first. Descending order of Health/Ammo/Durability.
  • Units are now affected by the 'movement_slow_down_factor' defined in their attack parameters.
  • Slowdown capsules slowdown factor increased from 50% to 75%.

Sounds

  • Updated sounds for assembling machines 1, 2, and 3.
  • New sounds for mining and eating fish.
  • New sound for spitter spawner, repairing robots.
  • New sound for throwing capsules, grenades, combat robots.
  • Various levels adjusted including new default sound settings.

Bugfixes

  • Fi...
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10 Jul

Comment

Originally posted by tzwaan

If you actually have a suggestion for the game/devs, you should post it on the forums. They see everything there.

I see everything everywhere

Post

We've been updating, reworking and redesigning many graphics, and the majority of entities have had high resolution for a while now. With 1.0 we're trying to be as "complete" as feasible.

Slowdown effect

As one of the less used items in the game, the slowdown capsule got kind of forgotten.

The slowdown capsule has multiple parts - the item icon, the effect, and the animated sticker that shows on slowed enemies.

We've already updated the item icon which sets some expectation for the effect and sticker, like what color should it have. The poison capsule has already taken blue, and green or brown would be very similar to rocket or nuclear fuel in the icon, so we chose orange.

Mp4 playback not supported on your device.

It makes a lot of sense to also use the same graphics with different tints for the acid sticker from spitters/worms.

Mp4 playback not supported on your device.

In a way the slowdown cap...

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07 Jul

Comment

Is there anything on my end I can do to potentially fix this?

Make a bug report on the forum


06 Jul

Post

Graphics

  • High resolution power switch graphics.

Bugfixes

  • Entities of other forces that are mined and brought back by undo are now set to have player force upon the undo application. more
  • Fixed a desync when unit group radius settings are changed.
  • Fixed that the final health value in the entity damaged event was wrong. more
  • Fixed a performance problem with the ...
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04 Jul

Comment

Originally posted by sumelar

While the COVID-19 pandemic might be 'over'

It's not 'over' anywhere, no matter how well you think you're doing.

Be responsible don't do this in person.

I mean, that's why 'over' was in quotes, and the very next sentence was saying things can change very quickly.

If things continue as they are in Czechia (and most of Central Europe), with daily cases dropping, contact tracing up and running, etc. then we think its going to be fine to host this party.

We will continue to follow the recommendations of the Czech government, which so far has dealt with the virus extremely competently, and we will make sure the event is in full compliance with the requirements from the health ministry