Factorio

Factorio Dev Tracker




12 May

Post

Graphics

  • Added player footprints and footstep visual effects.
  • Added car and tank dust and particle trail visual effects.

Changes

  • Construction robots throw cliff explosives from afar the same as players do, instead of dropping them at the cliff.
  • Changed rail segment visualisation colors to be more different from rail signal colors (red/green).
  • Clicking a GUI now brings it to the front. Most noticeable when using the map editor or debug GUIs where they overlap.

Bugfixes

  • Fixed that Fast splitters were missing a piece visually in East rotation top_patch more
  • Fixed that inserters could insert modules for recipes into module slots in some rare cases. ...
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10 May

Comment

Originally posted by Kythblood

Wow, thanks for the fast reply. I was not expecting that.

Here is the save file:
https://www.dropbox.com/s/3ji8jy20z6b2uea/2020%20Krastorio%20Space%20E.zip?dl=0

I hope this works and thanks for your help.

Seems it was a conflict between landfill painter and my transport drones mod.

I've fixed it on my side, since I don't know if the landfill painter mod author is active or anything.

Comment

Originally posted by Kythblood

I was about to start building my rail network when I noticed that I can't build on floor tiles like concrete, bricks etc. and when I try to build concrete on a tile that is occupied by a rail the rail disappears.

My mods: Krastorio 2, Space Exploration, AAI Industries, AAI Vehicles, Transport Drones, Alien Biomes and a few QoL mods.

Is this an intended feature or a bug? Has anybody experienced something similar?

I don't know which mod is causing this so instead of reporting a bug on some mod that isn't even responsible for it I was hoping to get some help here.

Thanks.

Can you provide the save game? I can see which mods might be causing the hassle


08 May

He who does nothing, breaks nothing posila

In the recent patch notes, there was a line "Fixed landfill spawning under player when building landfill elsewhere. More" and some people on Reddit were wondering how did this bug happen in the first place, and asked for the long version and even suggested we could even use it for Friday Facts, and I thought: "Yeah, if I am going to spend time writing this, we should consider using it in FFF so someone else doesn't have to spend time writing something else." ... but I am going to stretch it out.

Mp4 playback not supported on your device.
The landfill bug reported after the release of 0.18.21.

Disclaimer: I have not been around during the a...

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01 May

Comment

Originally posted by gyrfalcon23

paging /u/posila on the writeup about why landfills were happening directly under the player, since it didn't make it into the friday facts :)

edit: context

I think he meant it for next week.

Comment

Originally posted by n1313

I think we have differing images of what a “group of units” is in our heads.

In this context, I perceive Factorio to be similar to an RTS game like Starcraft, where a player can drag-select a group of units on their screen and then right-click on an enemy base to send them to battle. In Starcraft, units of different speeds/movement capabilities would behave independently and would, yes, arrive separately. This provides a challenge for the player, but also gives consistent and predictable results of what will happen when you command a group of units to go somewhere: they will arrive as fast as they can regardless of what kinds of units were selected.

In an 4X game like Stellaris a fleet of units would be behaving as you describe, but that would require the player to explicitly designate a selection of units as a “fleet”.

In Factorio unit group refers to a special game object, the 'unit group'.

This group does pathing, and members of the group do simple and efficient logic to just follow the group position. This helps reduce UPS usage for 500 biters trying to cross a lake. Just 1 pathfind is done for the group, and the 500 biters just follow the group.

Selecting units and what happens in Starcraft isn't specifically related.

Comment

Originally posted by n1313

This behavior of mixed group of biters feels counterintuitive to me. I would expect units of different kinds to have independent pathing: fast units get to the destination quicker than slow units, fliers take direct path while walkers have to walk around. Maybe that’s just my RTS background talking.

Thats a different concept. If you have two unit groups, then it will work as you describe.

If you have 1 group with mixed units, it would be weird if they split up and arrived at different times.

Post

Unit group collision mask

Last weekend, a bug report came in on our forum. The issue was that the groups of biters were trying to path over the water, but the bugs can't swim.

It seemed like something quite typical of a mod being funky. I looked into it, and it seems the ...

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30 Apr

Comment

It was never on its own thread.

When updating, each fluid network is updated in parallel. This is still in series with the main game update step.

So its like,

Update input -> Update all fluid networks -> Update entities

(simplified)

And the fluid network step its split across multiple threads.

Post

Graphics

  • Added shell particle effect for the artillery shooting.
  • Added tinted scorch marks for explosion effects. Explosions on different tile types will result in scorch marks of different colors.

Changes

  • Pressing escape/close GUI when a search field is focused only closes the search field instead of the entire GUI.
  • Updated GUI styles for PvP configuration GUI.
  • Unit groups will determine their collision mask based on the collision masks of their members. more

Bugfixes

  • Fixed landfill spawning under player when building landfill elsewhere. ...
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29 Apr

Comment

Originally posted by nobake2048

I had a lot of issues with the mod when it first released. Frequent crashes, abysmal pathing, and just plain not working with the logistics beacons and chests.

I noticed JD and Tuplex seem to have had a lot more success with the personal drones recently, but neither have used or made any mention of the logistics beacon setup as far as I've seen. Is that still part of the mod, and if so does it work better now?

I removed that stuff, descoped the drones to be just personal drones, which makes them work much more smoothly

Comment

Originally posted by LP40

That makes a ton of sense now.

My GPU somehow was mixing elements of windows and linux together across reboots. It has since been resolved but it made for extremely interesting results.

https://www.reddit.com/r/softwaregore/comments/fftifq/restarting_windows_to_switch_into_another_os/?utm_medium=android_app&utm_source=share

That is weird though, I would expect the GPU to lose power some time during the reboot, which would clear vram. I guess not :p


28 Apr

Comment

Originally posted by LP40

Not a bug with the game itself*

My Laptop has a bizarre dual GPU architecture whereby a single proprietary NVIDIA driver controls both a high end and integrated card, picking whichever one to use whenever appropriate. The manufacturer made sure this works absolutely fine in Windows, but in Linux things are a wee bit unstable.

This particular error occurred when putting the system to rest mode with factorio running in the background. It’s pretty interesting to look at nonetheless, and still technically playable. The map view and inventory screen are still completely normal.

Related issues are actually present on pretty much all nvidia gpus on linux, not just optimus laptops. I reported a similar issue to nvidia: https://forums.developer.nvidia.com/t/glgeneratemipmap-corruption-after-hibernate/63962/4

Basically, with the nvidia proprietary drivers on linux, if you do anything unusual, the contents of memory are undefined. It sucks.

Comment

Peaceful mode sets the biters to only be 'distracted' when they are damaged. If you attack one guy, he will retaliate and call nearby friends to help him.

If you run away, or kill them without aggroing any more biters, then when you return, they will be peaceful again.


24 Apr

Comment

Originally posted by Gangsir

From my knowledge all of Klonan's (or any other dev's) mods are ideas he/someone else had for the game, but were rejected because the rest of the team thought it wouldn't quite fit or wouldn't make the game more fun for everyone.

That's why he turned them into optional mods.

Not really so much, I make mods because they are my own and not subject to the rules or guidelines of the main game.

Sometimes I make an experiment to see if something is possible in the engine, and if it is and I find it interesting, I will develop that idea into a mod.

Like with transport drones, since my first experiments with total automization and construction drones, I realised that just lettings units go from A to B is easy to do, but has a bunch of problem with the gameplay. For instance little compi bots getting in the way when trying to build.

So I wanted some way to prevent them going just anywhere, which is where the idea of the road network came from. And then there were the fun programming challenges, such as determining when networks should merge or split. I put off starting the mod for a long time because I thought this logic would be a real pain and cause me a lot of pain. It turned out it wasn't so hard (but then like 1 month later someone ...

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Comment

Originally posted by MachoManRandySavge

As shown above, this just started. I was running games on this server for a while, just switched maps, and now this starts with any map I try. The server factorio version is updated to the most recent. I even save the game on the server computer then try to launch, same thing. Any suggestions on why it thinks the maps are from a future version of the game?

EDIT: The server computer, when I run factorio normally (not headless) is build 0.18.21 (Build 51104, win64, steam)

EDIT 2: Other things I have tried, verifying game files, full uninstall / reinstall, trying versions 18.20, 18.19. Still shows the game loading as version 18.18, and the wrong build, but if I play factorio it shows the correct build.

The log says its loading 0.18.18, not 0.18.21