Factorio

Factorio Dev Tracker




12 Jul

Comment

So we think that there was a cache issue with a version of the Linux server, and a few people downloaded an old cached version instead of the latest correct version when updating last night.

So the solution is for the server host to download a fresh copy of the linux headless server

Post

Under 100 bugs

We have a record low in our bug report forum, of only 55 active bug reports. I don't think in the history of Factorio the bug forum has been so clean. No doubt once we mark 0.17 as stable the count will shoot up again.

For this weeks graph I added the count of players on Steam as the left axis. We thought it would be somewhat interesting to see if there is any correlation between the two.


Note: The axis have different scales.

I a...

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11 Jul

Comment

Originally posted by AdmHielor

Updated my local copy via steam, updated my server via the linux updater script, I get the following error:

Version mismatch detected!

You are running version 0.17.56 (build 46133, win64, steam)

Server is running version 0.17.56 (build 46132, win64, steam)

Thanks for letting us know, we will look into it

Can you try running a clean install of the linux server and see if the issue persists?

Post

Minor Features

  • Added option to enable Steam Cloud Sync for blueprint library to Other Settings GUI. Please backup your blueprint-storage.dat if you chose to enable it. The option is available in Steam version of the game and Cloud Sync needs to be enabled in Steam for the library to be actually synchronized.

Bugfixes

  • Fixed that the blueprint library GUI sometimes wouldn't update until the mouse was moved. more
  • Fixed that deconstructing tiles in the map editors instant-deconstruction mode didn't work. ...
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09 Jul

Post

Bugfixes

  • Fixed that some of the textboxes didn't allow to write characters bound for different actions when focused. more
  • Fixed a desync related to removing rail signal that merges two rail blocks reserved by different trains into one.
  • Fixed that the belt-gap-fill logic could replace splitters/underground belts in some cases. more

Modding

  • Added LuaPlayer::connect_to_server().

Use the automatic updat...

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06 Jul

Comment

Originally posted by audigex

Raise your hand if you feel personally victimised by Factorio’s multiplayer desyncs

If you have desyncs without mods, always report them on the forum. They are also many times hard to fix and will probably often not be fixed immediately, but if we get enough reports we can either figure out what's happening or we know it's a common issue and we need to put more effort into tracking it down.


05 Jul

Comment

Originally posted by Rybec

I do not understand how which entity other players are hovering their cursor over is relevant to the global gamestate. Wouldn't including an entity ID when they actually interact with something negate the need for all these entity selection actions? I'm sure there's much more to it than this; you guys are not ones to have frivolous ineffeciencies. I'm just not seeing it.

Comment

Originally posted by NameLips

I think of these sorts of Friday Facts when people whine about Factorio's price. This isn't some quickly thrown together game that took a month for one guy to make, it has a team of paid employees who have spent years of their life (and career) developing it full-time. This dude spent 2 weeks hunting down a multiplayer bug that only becomes an issue in games with over 200 people in it. In so doing he tracked down a bunch of smaller issues that were probably a really good idea to fix. This is a bug that it's unlikely that any of us will ever personally experience, but it still was incredibly worthwhile to track down and squash. In the end multiplayer is more rock-solid for everybody.

And then people hop on Reddit to whine that $30 is way too much to spend on a video game. The ongoing sales of Factorio pay this guy's rent. It's why he could devote two weeks of his life to an issue most of us can barely understand. It's why we're getting such a solid product. But no...

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The multiplayer megapacket Twinsen

Last month I joined KatherineOfSky's MMO event as a player. I noticed that after we reached a certain number of players, every few minutes a bunch of them got dropped. Luckily for you (but unluckily for me), I was one of the players who got disconnected every, single. time, even though I had a decent connection. So I took the matter personally and started looking into the problem. After 3 weeks of debugging, testing and fixing, the issue is finally fixed, but the journey there was not that easy.

Multiplayer issues a...

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04 Jul

Comment

Originally posted by Xertez

https://factorio.com/blog/post/fff-302

I receive a 404 when I attempt to go to this page.

Its a spooky future link to a FFF that isn't released yet

Post

Changes

  • Removed the message of " is in the way" when building over the exact same entity with same direction and position as in cursor. more
  • Rails under trains can be marked for deconstruction. more
  • Better latency hiding in multiplayer when experiencing connection issues. Less issues with rubber-banding or character teleporting.
  • Latency ...
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Comment

Originally posted by shawn1368

I would totally buy a water extension to factorio!

I would love to do some of the content ideas we have in mind someday :)


03 Jul

Comment

Originally posted by pakjesboot12

So do I. Are you seeing this, u/kovarex ? :)

The list of things we could do is long :) Now we need to finish 1.0 and lets see what we do then.


01 Jul

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Changes

Bugfixes

  • Fixed that curved rail bounding box wasn't rotationally symmetric.
  • Fixed window would flicker when dragging window from left to right, from normal DPI display to higher DPI display. ...
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28 Jun

Comment

Originally posted by triggerman602

The bot posted the wrong link