Factorio

Factorio Dev Tracker




06 Dec

Comment

Originally posted by ReBootYourMind

Parallelization in Factorio? But the deterministic legends say it's impossible.

Was this benchmarked with less than 3 threads available to the game? Just asking for the ones that run the game on a potato.

If the PC doesn't have a reasonable number of threads, they run in serial like before

Comment

We support it, its $100 a year or so, so as long as 4 or 5 people buy it for Mac, it pays for itself.

Factorio logo patches Jitka

We would like to introduce our new fabric Factorio logo patches, which are now available at our e-shop. These sew-on embroidered patches are ideal for clothing, hats, backpacks, etc. The dimensions are 2.5 x 12 cm.

As we are uncertain how large the demand for these patches is going to be, we have only limited stock available at the moment.

Please note that our online store ships only once a week every Wednesday, and it is highly possible that the orders placed now will not be delivered before the 25th or December, this applies especially for orders shipped outside of Europe.

Sound design Ian

I have been brought on to Factorio to finish the sound f...

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05 Dec

Comment

Originally posted by triffid_hunter

Specifically if there is no update happening, the content on screen would not change. Therefore it makes no sense to render more frames than updates.

I disagree, the UI gets super hard to use when UPS is poor because these are tied together.

There are numerous UI elements and interactions which have precisely zero effect on game state, which don't need to be slowed when UPS is poor.

Specifically, anything where the user expects graphical changes but hasn't selected a game-changing action yet; eg finding the correct spot for a blueprint, selecting items to hand-craft, moving windows around, naming entities, typing messages in chat, scrolling/zooming the map, etc.

Solving these problems might require a higher level of replication abstraction for multiplayer to work - no-one can see you selecting and moving a blueprint, they only see when you place it. so why is selecting/moving tied to UPS when those actions haven't...

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We had some discussion internally before, about the idea of decoupling GUI frame rate from the uodate logic.

And it is still a nice idea, but priorities are as they are, and UPS problems realistically only affect a small number of players


04 Dec

Comment

You are right.


01 Dec


30 Nov

Comment
    posila87 on Steam Forums - Thread - Direct
My guess is that you haven't installed the graphics drivers.

29 Nov

Water animation - Concept Albert

Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs, trees, decals, and constantly improving the map generation for a better feeling.

But apart from biters and the factory, nothing else moves in this Factorio planet. So the environment is nice looking but it feels somehow unreal due this lack of motion.

Today we proudly present the first experiment in this area: Animated water. This animation doesn't try to grab your attention, it's just there. Slowly moving. I personally bet that this animation, with the proper sound design, will provide the natural feeling that the planet needs.

Webm/Mp4 playback not supported on y...

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22 Nov

Comment

Originally posted by shinarit

Can you do the rail system next? I have a large-ish rail network (large in size, not in complexity), and when I deconstruct some chunk of it, the UPS tanks like crazy. I get that there are probably a ton of precomputed data which need to be updated, but the same thing happens when I deconstruct rail segments that are not connected to the big network at all.

I am sure if you send Rseding a save file he will take a look

Comment

Originally posted by STSchif

Awesome work! Is the particle system rework released already, or will it be delayed to 0.18?

It will be for 0.18

Comment

Originally posted by The_Countess

Since they basically dont effect anything in the main game loop, and now have their own chuck of memory, can updating them go on a separate thread, or would the overhead not be worth the savings in CPU?

They can effect the main game loop, as they can create effects, smoke, other entities, and anything else that is possible through the 'Trigger system'.

I.E. they are not visual only.

Comment

Originally posted by Muppet9010

Hopefully on very high biter MP maps we will no longer be forced to turn off blood via a mod :)

As the extra load will be low enough players can absorb it without hitting jumps.

That is the goal :)

Release plans Klonan

This week we released version 0.17.79, and marked it stable. Internally we have been calling this 'Stable 3', and the main feature was the new tooltips we showed in ...

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21 Nov

Comment
    posila87 on Steam Forums - Thread - Direct
Explanation in FFF that KatherineOfSky mentioned: https://www.factorio.com/blog/post/fff-158

It is unfortunate we decided to drop the 32bit support just few months after releasing the game on Steam. It would not be reasonable to prevent access to the product people payed for, so we can't mark the game as 64bit only now. Doing that would make Steam Client update everyone to 64bit build of the game, and would prevent people from even installing the game on 32bit OS in the future.

If you bought the game recently and have only 32bit OS, you should request refund.

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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