Factorio

Factorio Dev Tracker




01 Dec

Comment

Originally posted by filthyorange

What do they use to model their stuff with?

Blender!

Comment

Originally posted by TheLeastFunkyMonkey

"The new usurper of natural resources, the new exploiter of planet surfaces, the new cause of mass pollution, powerful enough to mine Tungsten ore."

Never before has a single sentence brought me such joy.

<3

Comment

Originally posted by NameLips

Thought: the foundry has a flat productivity bonus, but the big mining drill has a Resource Drain Reduction stat which honestly just feels like a productivity bonus by a different name. The end result is making a resource patch last longer, so why not simply give it a productivity bonus instead of inventing a new attribute?

Productivity also increase the amount of items/second that come out of it, resource drain reduction doesn't do that but being multiplicative with productivity you get that much longer lasting resources which is great. Again, on multiple planets you want to redo mining outputs that much less often.

Comment

Originally posted by factunchecker2020

So if I read it correct this new drill has multiplicative productivity with mining productivity research?

Yes, I just said miner productivity because theoretically you could put productivity modules in the drill as well, even if nobody really does that.

Comment

Originally posted by John_Sux

Why would/should the foundry have the specific ability to make low-density structures? If we are just inserting the three materials into it like we would into an assembling machine normally. You will still use assembling machines on other planets, surely.

Because it's a huge boost for LDS, making it with 50% higher productivity is a big deal

Comment

Originally posted by IAMAHobbitAMA

Hot stuff!

My one disappointment is the decision to not have alternate recipes for items. That's one thing I have loved in the expansion mods where you can use wood or stone plates for green circuits for example.

Yeah that one will be tough. But the recycling is all just furnace-style recipes which means mods can override them, or disallow items from being recyclable

Comment

Originally posted by I_am_a_fern

Or there'll be a new building transmiting power over long distance. Think substation but with a chunk wide range or more. Probably built on a thunder-themed planet.
Honestly placing poles mid to end game feels like a chore, I wouldn't mind a large expansive building to just put this behind.

This. Except that building is a Legendary substation use in the videos :D

Comment

Originally posted by rpetre

Related, I don't get how the foundry is powered. It doesn't seem to have a power connection and I initially thought it's lava-based (like stone/steel furnaces are powered by fuel), but the LDM recipe doesn't use lava (and I understand it's supposed to be usable on other lava-less planets, too).

Edit: now that I look closely, the big miners don't have power connections too. It's possible that they had a substation out of frame in both videos, but maybe they hint at some other power distribution mechanic? And no, it's not free energy since there's a specific mention that it uses a lot of energy.

Electricity, a lot of electricity.

Comment

Originally posted by rpetre

Related, I don't get how the foundry is powered. It doesn't seem to have a power connection and I initially thought it's lava-based (like stone/steel furnaces are powered by fuel), but the LDM recipe doesn't use lava (and I understand it's supposed to be usable on other lava-less planets, too).

Edit: now that I look closely, the big miners don't have power connections too. It's possible that they had a substation out of frame in both videos, but maybe they hint at some other power distribution mechanic? And no, it's not free energy since there's a specific mention that it uses a lot of energy.

Electricity, a lot of electricity.

Comment

Originally posted by bm13kk

We absolutely must to get there new type of energy productions, related to temperature!

Uranium ore is gone. But get 500C steam should be possible on vulcanic planet!

The sulfuric acid neutralization results in 500degree steam first, only after that you can do a second step of steam condensation into water,

Post

Hello,
In the last FFF-386 we covered the natural landscape of Vulcanus which mostly showed the visuals, but as you are probably aware we always put ga...

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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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