Factorio

Factorio Dev Tracker




24 Jan

Comment

Originally posted by ubekame

Why not simply make a 0.19, 0.20, 0.21 etc then? I don't see why you have to go from 0.18 to 1.0 in one go.

Then all mod authors will need to update all their mods all the time, rather than a few mod authors having to update on the rare occasion that during the experimental release of our unfinished game a piece of the game data or API has changed to make their mod not load.

Comment

Originally posted by sedontane

With this in mind, it wouldn't make sense to mark 0.18 stable before most of the above is finished. We made 0.18 a major version because it will break mods with all the changes we are making, and while initially it hasn't broken that much, many things to come will have a bigger impact, such as the Character GUI.

As a software developer and game programmer myself, surely this is the antithesis of the version system

1.2.3

1) most major of content changes, Will quite certainly break derivative works
2) Major content changes, including new content, will quite often require refactoring of derivative works
3) Bug fixes, content balancing, derivative works safe

I suppose I am somewhat prone to forgetting that factorio isn't at "version 18" but actually "0.18", but would still expect mod breaking changes to tend to get restricted to level 2 changes, where not absolutely necessary.

That said Unreal Engines build p...

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Unfortunately the ideals of our versioning system don't always align with the practicalities of shipping a game.

Comment

Originally posted by dawgol

A heads up in case you weren't aware, the following are probably the two most popular ZFS automatic snapshot management tools that can also send:

https://github.com/jimsalterjrs/sanoid

https://github.com/yboetz/pyznap

The developers of these are active over at r/DataHoarder/ and r/zfs/ in case you have any questions.

I actually have my own that I wrote for personal use: https://gitlab.com/wheybags/zfs_scripts

However, we will probably just be using rsync for backups, since we still intend to use a pair QNAP nases as a backup targets, since we've got the hardware already. It's not ideal, but at least it's just for backups. And if one of them fails, we can still read the drives using the other one.

0.18.0 release Klonan

Early this week we pushed the deploy button on 0.18.0 (patch notes). This was quite a surprise to many of our players, as more typically the time between major releases and the scope of the release is greater. However this isn't like the old days, we are trying to keep the size of releases as small as possible (...

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23 Jan

Post

Changes

  • Train stop at train's starting segment exit is no longer counted into penalty. more
  • Inventory transfers mini-tutorial has been updated to feature the quickbar.
  • Split the map editor sub-menu into more options so it's more clear when scenarios are copied and when they are edited directly.

Bugfixes

  • Fixed replay gui covering tooltips. more
  • Fixed tooltips in statistics window not showing force modifiers. ...
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Comment

Originally posted by SKULLL_KRUSHER

Sorry. I'm new to this mod. How exactly do you get nukes like that? Is it the vanilla nuke recipe? Or is there a separate recipe? Thanks!

There is a separate recipe for the M.I.R.V item, you put that in a rocket

Comment

Originally posted by opencg

Lol. The file sizes we are talking about would be tiny. Honestly this pixel shader load could be run by cards that came out 14 years ago. And if you really cant run it toggling it would be a simple solution. This wouldn't be some crazy complex programming. This is a technique that was simple when it came out a LONG time ago.

The only real cost would be making the normalmaps in the first place as they would need to be generated and touched up for every object.

But as for the matter you and everyone else is talking about. Performance... I'm afraid that anyone who thinks this would be a performance related issue simply doesn't actually understand how this technique works in the code and hardware.

Having normal maps for all sprites would not be tiny

Comment

Originally posted by opencg

Factorio is always a cpu bottleneck. Most modern gpus would have tons of pixel shader headroom to handle this. You would get basically the same fps.

And all our players on laptops and older hardware would struggle with choppy gameplay, or not even be able to load at all depending on the VRAM requirement increases.


22 Jan

Comment

Originally posted by Luddveeg

wait, 0.18 is out?

Oh yea

Comment

Originally posted by yoriaiko

Sorry, but looks like simply reskined of https://mods.factorio.com/mod/Orbital%20Ion%20Cannon or https://forums.factorio.com/viewtopic.php?f=93&t=17910, even similar CnC effects

Probably some code stuff were improved, can be more balanced than anything from before, better scripted... effect looks very similar

It shares no code or logic from LOIC, and they work in fundamentally different ways.

Comment

Link to mod: https://mods.factorio.com/mod/MIRV

It used to be a little clunky to call down the nukes, so now it uses the artillery remote logic (which didn't exist 2 years ago when I first made the mod).

You can toggle the auto-target in the mod settings, along with whether to make pollution when it explodes or not (looks nice on the map too).

Internally now it uses a 'script trigger effect' which I added, which lets mods know when specific triggers happen, such as an artillery turret shooting at a nest.


21 Jan

Comment

You will at least need to wait until the seablock mod pack is updated to 0.18

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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