Factorio

Factorio Dev Tracker




24 Apr

Post

Bugfixes

  • Fixed that the mod settings GUI was only showing hidden settings. more
  • Fixed crash in mod updater. 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.

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Features

  • Added new environmental trigger effects for grenade, artillery and nuke explosions. (...
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Tile transition collisions Klonan

We first mentioned a change to our tile transition logic back in ...

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20 Apr

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I've been playing around with blueprints recently and one night I had a dream how cool would it be to have a way to just build a blueprint in a different surface in map editor, allowing to edit it.

The dream haunted me for a few days until I tried to implement it, and over a few more weeks I actually managed to get a result I'm quite happy with.

There's probably some bugs I didn't think of and the performance could probably be better, but over time I hope I'll improve on these fronts. For now from my testing it seems to work.

Better yet, it supports things I didn't even imagine originally!

You can edit your nuclear setups including landfill, blueprints with offshore pumps or blueprints with mining drills - no longer do you need to find a large enough resource patch to fit them first.

I believe someone else might find it as useful as I do. :)

...

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Bugfixes

  • Fixed a crash when loading saves from 0.18.12 and older while re-spawning and having personal logistics researched. more
  • Fixed offshore pump selection box to match the new graphics. more
  • Fixed possible performance issue related to animated trees in OpenGL rendering backend. ...
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17 Apr

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Environmental particle effects Dom

Since the particle optimization we did for 0.18 (...

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10 Apr

Comment

Originally posted by hazmodan20

Is there going to be a way to play the "new old campaign" in Multiplayer?
I wanted to get my friends into the game and I thought it could've been a splendid way to do so!
Can't wait for the maps in either case! <3

Nope, sorry.

Comment

Originally posted by kiplinght

The images in the blog post don't load for me

Where are you located?

EDIT: Seems like biters got into our Japanese CDN, so we're going to nuke it.

Post

As stated in previous FFF's we will be making some changes to the demo and tutorial content in the game. I wanted to clarify exactly what is being removed and what it is being replaced with, as this content is almost ready for release. If you would like to catch up on the topic, you can read Kovarex's piece in ...

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09 Apr

Comment

Originally posted by unsolved-problems

It's truly amazing. Someone makes a reddit post, devs push a change 2 weeks later. As a software engineer, I think it's absolutely mesmerizing how closely Factorio team, product managers and devs listen to community. Never experienced this level of organization in any company I worked in before.

The devs are the players and the product managers, so no middle man.

I also think it's one of our strengths and it's sometimes sad to see when bigger games's design or programming teams are so disconnected from their player base.


08 Apr

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Changes

  • Adjusted steam engine and turbine collision boxes so player can walk between two steam engines.
  • Roboports allow exporting both logistics and robot stats at the same time. more

Graphics

  • Added offshore pump remnants.
  • Added new dying effects for biters, spitters, worms, and spawners.

Gui

  • Added confirmation box for deleting blueprint book.

Sounds

  • New or updated sound effects include:
  • Transport belts - new concept for these sounds.
  • Turrets rotation sounds and fold/unfold.
  • Weapons improved and made more powerful, e.g. submachine gun, shotgun, gun turret, vehi...
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04 Apr

Comment

I haven't heard of anybody else having a similar issue, so I would likely guess its something with your local network configuration


03 Apr

Post

Sound design update Ian

One advantage of switching to home working during the COVID-19 crisis is the ability to listen to the game using speakers rather than headphones, and this has proved useful in balancing the relative levels of the game. Val has also been getting to grips with Lua, and this has led him to working on attenuations, which have been proving problematic. For instance, we noticed that sounds such as the radar were getting cut off when you walked away from them, rather than fading out cleanly.

I investigated and discovered we had a maximum environment sound limit of 15, by raising this to 50 we have eliminated many of these problems. But then the downside is that there are now more sounds playing and therefore more clutter to mix and balance.

Pink squares indicat...

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01 Apr

Comment

It was always regarded as a pretty serious issue, but was left like this due to complications. It's already fixed in the next GUI update I'm working on.

Comment

Nothing in Factorio has changed related to the RGB integration.

I would recommend trying to update the GHUB software, and doing a full system restart.

Also anecdote, but I had a lot of hassle with GHUB in the past, I would guess it is something in their software that has become corrupted.


29 Mar

Comment

Your client is running at 60UPS, but the server isn't.

A 2.6 GHz Xeon with 1600Mhz memory is not very well suited to running Factorio, you would be better with a lower core count processor with higher clocks (like your home PC).