Factorio

Factorio Dev Tracker




30 Aug

Comment

Originally posted by Loraash

OK, with all these things that aren't the new fluid mechanics, I have to ask: is it pushed back to 0.18?

That is still to be determined, it may be a post-stable feature, it may be a 0.18 feature, it may never happen.

Only time will tell, but it is not forgotten.

A few bugs left...

WoW classic has been released, which means several of our top men have taken time off to spend hours raiding and having fun in Azeroth.

This isn't great timing, as a few new bugs related to train signals appeared. We want to get these bugs solved before we do another release (another stable candidate). As it turns out, the only person with the skillset to fix these specific train signal bugs is also deep into levelling his Priest... (Kov on Pyrewood Village)

We are still making the rest of the preparations for the stable release. We have started writing up the stable annoucement blog post, and have produced a 0.17 postcard image. Other than the few more critical rail bugs, there doesn't look like there is much else to block the stable release, on the forum we are down to 27 bugs.

Since there are so few bugs left to deal with, some of the team has starting working on 'post-stable' features. Wheybags is working on the new cam...

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25 Aug

Comment

Originally posted by bgr2258

(Just my guess) They break formation when their individual path finding takes over and they all think they are running into the one in front of them and try to find their way around. Which runs them into other biters, continuing the problems.

Or possibly the spitters stop when they reach their range, causing biters to have to path around them?

Yea, once the group encounters the wall, they all individually try to path to the wall. However they collide with eachother, so keep trying to path and repath and path and repath around the other biters who are also pathing and repathing.

As an experiment I made biters not collide with other biters, and this is the result:

Before: https://gfycat.com/ambitiouslighthuman

After: ...

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23 Aug

Comment

Originally posted by EurypteriD192

Either I’m being silly but they cannot explode atm?

I was just speaking hypothetically. At that point(using them for the first time) he didn't know if they can explode or not. But even if they did, that's no reason to not try.

Comment

Originally posted by Ellisthion

The problem is that building even a half-decent reactor with the information available in-game is almost impossible. And if you have to dig through a wiki page just to understand it, the blueprint becomes the obvious next step.

Nuclear should be easier for the average player to discover and work out with in-game info only.

That's a valid concern we are trying to improve with the new tooltips.

Comment

Originally posted by __Hello_my_name_is__

It's sad when we release an update and the first comment is "does anyone have the blueprint string for the nuclear reactors"

Oh yeah, that's me. I've literally never build a nuclear reactor from scratch, and I'm pretty sure if I were forced to build one on my own, it would explode.

So you should still build one. Worst case if it explodes you can load the autosave. We were thinking of adding a section about "happy accidents" and how it's ok when players have to fail miserably sometime if they can laugh about it.

The boring phase of bug-fixing is still going, slowly but surely. Stable should be released next week, but with some people on vacation (Ben, Jitka, kovarex, Klonan, Sanqui) and with the release of WoW Classic, it might get slowed down a bit. (By the way, some of us will be playing on Pyrewood Village, Alliance, so if you want to have the chance of meeting Twinsen, kovarex or dominik while leveling, you can join that server).

So since there's not much happening, this week we decided to explore some unpopular or controversial opinions about the game from within the team.

In Wube we don't have a very strict management structure, everyone is free to have ideas and opinions about almost all aspects of the game. This means that with almost every change we argue and discuss a lot before making a final decision. Sometimes we argue about everything, from the smallest GUI change, to how a major feature should work. This is probably not a bad thing since this means change...

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22 Aug


18 Aug

Comment

Originally posted by Gangsir

I think I pointed this out to Klonan before, but the Starbound devs get around this by adding another game as their unstable branch, so both show up in your library, looks like this. Apparently they can track it that way.

You guys might consider splitting stable and experimental into two games, that both get added when somebody buys the game. I have 0 experience with steam's internals so I have no clue on how you'd go about that, but it'd be worth looking into.

This wouldnt play well with cloud saves, achievements, etc.

The current system is working perfectly, knowing how many players are on beta branches isnt that large an issue


16 Aug

Post

Changes

Bugfixes

  • Fixed crash when using the close button while the client is saving the map for desync report. more
  • Fixed a crash related to settings copy/paste of some modded assemblers. ...
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Post

Hello,
we had a party last night in the office to celebrate the work we have done over the last 6 months on 0.17 stablisation. It was nice to have most of the team together to share some beers and pizza.

Not stable quite yet

Unfortunately a couple of nasty bugs appeared this week, in no small part due to forum member boskid and his crusade to find bugs. In the last month alone boskid has reported over 20 bugs, so very special thanks are due. Saying that, we have been efficient in our fixing, and are now down to 32 open bug reports on the forum.

While there are issues being reported, the number of crashes is at an all time low. Below is a comparison between 0.16 and 0.17.

We compared the current number of 0.17 crashes to the number of crashes in 0.16 before we released 0.17. From what we can tell, comparing the number of crashes against average player count...

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15 Aug

Comment

PvP scenario doesnt work with the map preview, but will generate a fair starting area for each team, and you can even specify it to copy them exactly


14 Aug

Post

Changes

  • Modded achievements and their progress are now stored even when the mods adding extra achievements are temporarily removed. Up to 5000 modded achievements are stored indefinitely. more
  • Programmable Speaker sounds now change volume accordingly as player moves. more
  • Rocket Silo sounds now change volume accordingly as player moves.

Bugfixes

  • Fixed tightspot level 5 expecting old chemical science recipe. ...
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09 Aug

Post

Changes

  • Range modifier and shooting speed modifier are now shown in ammo tooltip and ammo turret tooltip.
  • Allow pressing ESC to cancel saving or downloading the map while desynced. more
  • Added copy paste from assemblers to infinity chests, similar to requester chests.

Bugfixes

  • Fixed crash when loading a save containing modded crafting machines with fluid boxes, with mods disabled. more
  • Fixed...
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Post

Hello,
We had a lovely surprise waiting us this Monday, one of our fans had sent us a delicious cake:

It didn't last very long...

Thank you very much Conn! It certainly helped with the bug fixing push this week.

0.17 Stable candidate Klonan

This last week we have made a big push to fix as many remain...

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08 Aug

Comment

Originally posted by sparr

Thank you so much. Whenever I ask questions about improving Creative Mod on the Factorio discord there are devs saying I should just be using the built in functionality which is nowhere near as good.

If you make suggestions we can improve the base game map editor