Factorio

Factorio Dev Tracker




19 Nov

Comment

Originally posted by Mason9468

I didn't see a Scenarios folder in roaming, but I found the one in Steam and deleted it. I verified the files, so it redownloaded the files, but I'm still having the issue. I also uninstalled the game through steam and reinstalled and still have the problem.

Can you send me your save game? I think you will need to clear the control.lua from inside of it

Post

Bugfixes

  • Fixed that the infinity pipe mode could sometimes reset when changing other infinity pipe settings. more
  • Fixed that electric energy interfaces didn't consume power correctly. more
  • Fixed market GUI not showing price in the tooltips of modifiers. ...
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15 Nov

Comment

Originally posted by StarrrLite

Steam still hasn't updated to .78 yet here. A shame, because the server I was playing on already updated :o

Should be fixed now, thanks for the notice

Post

Bugfixes

  • Fixed a desync related to biter pathfinding. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

External link →

1.0 date kovarex

Hello,
we feel that the Factorio development is taking way too long. The approach "It is done when it is done" was serving us well to deliver a high quality product, but if we continued this way, we would be doing it basically forever. A lot of us don't have any problem working on Factorio for some more time, but the main problem is, that we would like to introduce new features and content instead of just polishing parts that are already present in the game. We also considered, that the game is quite polished now, and if we just pushed the button to release 1.0, it wouldn't be a catastrophe. From our perspective, a lot of things wouldn't be finished, but from the perspective of a new player, the things we are working on now are mainly nitpicks.

With this in mind, we decided to just specify a 1.0 release date publicly, so we have to stick with it. We will just focus on the most important aspects as we approach the date, and we just do whatev...

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14 Nov

Comment

Originally posted by Homer__Pimpson

Is anyone else getting constant desyncs in multiplayer as of 17.77? And anyone know if I can downgrade a map from 17.77 to 17.76 for this reason?

Do you have any desync reports to share?

EDIT: We managed to identify a problem, will fix it tomorrow, would advise against playing with biters on this release

Post

Changes

  • When a team loses in PvP, all their characters will die.
  • Technology GUI shows saved progress of partially-researched technologies.

Bugfixes

  • Fixed a crash when when loading modded saves that had construction robots working on modded entities.
  • Fixed that 'corpses' and 'dying_explosion' wouldn't be created on the correct force. more
  • Fixed that LuaEntity::get_fuel_inventory() didn't work on burner pumps. ...
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09 Nov


08 Nov

Color correction Albert, V453000

Factorio is in a state that even though is not yet finished, it is very close to its 1.0 version. That means that most of the work is done and we are polishing the game in order to make it bright. That's what we've been doing for the past 2 weeks. Literally making it bright.

Since years I wanted to do this post-production work. But I didn't dare to do it until most of the graphics were finished. I was afraid of breaking the consistency of the look and our production pipeline.
Now it's different. There's only a couple of entities to re-design and some other stuff to do, but in general this missing details are not affecting the possibility of working in the post-production.

Factorio is a dark game. I mean conceptually. All these things about industrializing a planet, polluting an entire world just for the sake of the factory, and killing all its inhabitants are not precisely happy concepts full of lig...

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07 Nov

Post

Changes

  • Energy consumption is no longer shown in the tooltip for void energy sources.

Bugfixes

  • Fixed a bug in NPE where Compilatron would sometimes loop around smashing things. more
  • Fixed possibility of dying just before a cutscene in NPE, which would lead to a crash. more
  • Fixed game crashing in NPE if it can't find anywhere to spawn a biter. ...
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05 Nov

Comment

Originally posted by shinarit

I wonder if the pathfinding is time limited or what limits it. Determinism makes this a tricky question.

They are limited by number of pathfinding steps the pathfinder can perform each tick

Comment

Are your video drivers up to date?

Comment
    posila87 on Steam Forums - Thread - Direct
Hello, it's usually caused by slow HDD. In subsequent starts, game files are cached in RAM by OS, so it's not reading them from disk anymore and starts fast.

Installing the game on faster HDD or SSD should help decrease the startup time.

04 Nov

Comment

Hmm, i'll take a look at it, maybe we could do some tweaking

Comment

Originally posted by -safan2-

Isn't klonan experimenting with batch building with his construction drones mod?

Thats just silly mod fun, no concern over performance there

Comment

Originally posted by N8CCRG

Does batch building also work with deconstruction?

Nope

Post

Features

  • Construction robots will attempt to batch build tiles.

Changes

  • Tooltips reworked. They now have a new structure and look.
  • Properties in tooltips have been reorganized and reworked. Common properties have been added to categories.
  • Added more information to tooltips, for example to be able to calculate steam power and nuclear ratios.
  • Recipe and item tooltips are now separate. Item tooltips will be shown for each product in the recipe, if relevant.
  • Descriptions and Total Raw can be hidden using the interface setting.
  • Reorganized the interface settings menu.

Bugfixes

  • Fixed a crash when switching between the map editor and the ghost controller type. ...
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02 Nov