Factorio

Factorio Dev Tracker




30 Nov

Comment

We were watching you build and thought "hell no", sorry!


29 Nov

Comment
    Klonan on Steam Forums - Thread - Direct
You need to own the base game to play/buy the expansion

28 Nov

Post

Bugfixes

  • Fixed that reset technology effects would advance infinite research in some cases. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at ...

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24 Nov

Comment

Originally posted by doyouevenfly

Can underground belts and pipes go though the lava?

Since we've implemented the possibility to prevent it with space tiles, no, UG stuff can't go through lava! :)

Post

Hello there,
I know a lot of you have been eagerly awaiting some solid information on the new planets, if so this blog is for you. Get comfy because it's a long one.

As you already know, there are 4 new planets in the expansion. We will take an in-depth look at each planet's terrain, challenges, processes, technologies, and new gear, but not all at once. In some cases the planet content will be split into multiple parts. To kick things off I'll cover the terrain and natural aspects of the planet that is closest to being finished.

I'll need to be in games master mode for this:


Welcome to Vulcanus

Allow me to introduce this toasty volcanic wonderland, conveniently sandwiched between idyllic Nauvis and the sizzling sun. Vulcanus is closer to the sun than most would dare to venture but trust me, it's a splendid place to start your interplanetary travels.

Vulcanus planet icon...

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22 Nov

Post

Changes

  • Pressing "Regenerate map" in the map editor will open the map generator.
  • "Regenerate map" is no longer available in map editor for scenarios that don't use the map generator.

Bugfixes

  • Fixed a loader could get stuck in rare cases with mixed items when inserter takes items from belt in a loader.
  • Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it's used.
  • Fixed a crash when loader entity is migrated into loader-1x1. ...
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17 Nov

Hello,
we've already shown the space platform processing cycle in FFF-380. Let's talk a little bit more about the machine which makes it all possible - the asteroid collector.


Origin of tentaclesEarendel

When I was working on the early space platform concepts trying to figure out how movable ships would look, we knew that we wanted some way of getting parts of asteroids onto the ship but hadn't decided how that would be done. At this early stage all of the new structures had very simple placeholder graphics.

Although we start with grey boxes, it's b...

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14 Nov

Post

Bugfixes

  • Fixed crashes when putting super large numbers in number input fields.
  • Fixed a desync when putting super large numbers in the map editor brush size fields.
  • Fixed that the website link in the about GUI did not work on Linux. more
  • Fixed a crash when changing the technology price multiplier while research is in progress.
  • Fixed a crash when mods would swap character armor with armor in the player inventory that only existed due to the worm armor inventory size bonus. more

Use the automatic updater if you can (check experimental updates in other settings) or download f...

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10 Nov

Comment

Originally posted by sparr

Posted by kovarex, Klonan on 2023-11-10

we are going to focus on the general improvements of the way circuit network is used in the game.

I wasn't using it often

Inquiring minds want to know... which dev is "I"?

In the intro it is kovarex, some parts are me

Comment

Originally posted by Keleyr

I love this. But I am afraid that the information overflow will make it harder for beginners if they need to have every option visible from the start. How can they know what is useful information?

Can it be hidden until you trigger it by researching the circuit technology? That way beginners can get used to the objects that is relevant at the beginning of the game, then when they are ready they can research the technology and they only get the information when they can start using it.

The circuit connection window is not shown normally when a wire is not connected, and furthermore before wires are unlocked, the little slot button to open them doesn't exist

Hello,
we are going to focus on the general improvements of the way circuit network is used in the game.

I wasn't using it often, because all the problems combined made it too big of a hassle most of the time, which was an indication of problems.
So we improved each part of the process of using it a little, from UI, to feedback of what is going on, to stronger/more accessible combinator functionality.
I can say that it worked, at least for me. Once these changes were available, I used the circuit network way more in my latest playthrough, and it felt good, so lets hope it won't be just me :)


Circuit GUIs rework

We learned over the years that it is always better to use disabled/enabled state on control elements which can be turned on or off, compared to making them just disappear.
Circuit control GUI was one of the last places in the game where we didn't apply it properly:

... Read more

08 Nov

Post

Bugfixes

  • Fixed a desync related to manual crafting large recipe counts.
  • Fixed that Arm builds of the game would not render cliff previews correctly. more
  • Fixed train fulfilled fraction was always showing full green background. ...
Read more External link →

07 Nov

Post

Changes

  • Technology researched message does not play chat notification sound.

Bugfixes

  • Fixed that the prototype explorer and CustomInputEvent::selected_prototype did not work on crafting machine fluid slots.
  • Fixed LuaEntity::disconnect_neighbour called on electric pole would disconnect left side of power switch when requested to disconnect right side. more
  • Fixed that cloning rails in the map editor could lead to corrupt saves in some instances. ...
Read more External link →

03 Nov

Comment

Originally posted by Nicksaurus

Ah right, so it only places the undergrounds if the total width of the thing you're placing is short enough for a single connection to cover it?

yes

Comment

Originally posted by I_am_a_fern

What else could happen ?
Same thing if for some reason your logistic network is out of undies.

Yes, it is skipped and the preview also doesn't show it, to indicate it is too far.

Comment

Originally posted by seky16

Question: when super force building upgrade of an entity (eg. blue belt over red belt), do we get them marked for upgrade or marked for deconstruction and ghosted new ones?

If not, can we? That would be a great upgrade to the feature

They are marked for upgrade if possible.
With the "plowing" through belts, it is done through deconstruction, to not mix possibly difffernet belt contents.