Factorio

Factorio Dev Tracker




28 Jun

Crash site: First state Ernestas, V453000, Albert

For many weeks now the GFX department has been focused on preparing replacements for the placeholder graphics of the campaign crash site. The subject as usual is not that easy because we had to first solve the main concept of the crash site.

It happens that those new entities belong to the Factorio universe, but they come from a different reality than the usual DIY/diesel punk of the game. So we had to invent a new way to design machines that look like Factorio but that are not too familiar.

Here a proof of concept of the look:

The concept is that the big (medium) spaceship broke into pieces as it crash landed, and lost many components that the player, during the introduction, will repair and use for his own profit.

The look of the spaceship remnants are a little bit based on the d...

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25 Jun

Comment

Originally posted by Noughmad

Unfortunately the save file format is really cryptic, IIRC many parts of it are just memory dumps. You could do that with blueprints, but they don't preserve everything (such as items on belts or flying bots). But there may be a way to write a mod that would export the data to a more structured file that the renderer could read.

You can export into any format using a mod


24 Jun

Post

Bugfixes

  • Fixed a crash related to equipment rendering.
  • Fixed a crash related to tile building. 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.

External link →
Post

Bugfixes

  • Fixed crashes related to creating tile-ghost entities through the Lua API. more
  • Fixed that configuring blueprints and then directly exporting to a string didn't work correctly. (https://forums.factorio.com/71977) ...
Read more External link →

22 Jun

Comment

Originally posted by ardiunna

For me as a Polish, Kovařík sounds even more cute than an average Czech word, like name of a tiny bird, so I prefer Kovarex, which has a technology vibe to it

BTW, Twinsen is like a boss, he found the best way to get a nerdy girl.

Doesn't seem very effective. I expected more reactions (including negative ones)


21 Jun

Comment

Originally posted by hajsenberg

So which one are you marrying?

None of them unfortunately.

Comment

Originally posted by Wimmy_Wam_Wam_Wazzle

Twinsen: Eyy gurl, you ever get with a guy with a game rated #2 on Steam?

I vote to rename Kovarex Enrichment to Kovařík Enrichment. As a filthy Westerner, Eastern European names have a nice Soviet twang to them, that goes well with Cold War-esque nuclear pioneering.

Also, who's stoked for Baldur's Gate 3?

One of my dates was talking to a male friend about me. She mentioned I work for Factorio, so her friend said "if you don't marry him, I will"

Post

Hello,
this is a special edition. We are celebrating that we managed to write something about the game development of Factorio every single Friday and reached the number 300. Since we hopefully won't get to another round number like this before finishing the game, we would like to make this one a little bit different. We will introduce people from the team.

Everyone was asked to answer the following questions:

  • What were your favorite video games growing up?
  • What did you do before Factorio?
  • What do you do in the Team?
  • What's your favorite part of Factorio?
  • Anything else that is important about you.
Here are the answers:



Michal (kovarex) Kovařík
Founder, Game designer, Developer, "Approver"

My favorite games are: Baldur's gate, Starcraft, Civilisation, Xcom, They are billio...

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19 Jun

Comment

The transport lines go to sleep when they are full, so the answer is yes, they use less UPS when backed up.


17 Jun

Post

Changes

  • Inserters are slightly faster when picking up from belts as they can now select an item and pick it up in the same tick.

Bugfixes

  • Fixed a special case of assembler pipe connection bug. more
  • Fixed a crash when trying to check for mod updates with mods that have dependencies not on the mod portal.
  • Fixed that multiple modded inserters aiming for the same belt would compete for the same item. more
  • Fixed that opening signal by circuit network could let...
Read more External link →

14 Jun

Comment

Originally posted by TheMiiChannelTheme

Will this affect performance significantly?

No, it won't make a difference

Comment

Originally posted by evemanufacturetool

Do you have any plans to fix the train collision bug that came up here recently?

Edit: https://www.reddit.com/r/factorio/comments/c0b9vs/new_3_way_intersection_design/ this one

It is resolved for the next release: https://forums.factorio.com/71990

Post

You might have noticed that a lot of rail related stuff was broken during these past releases, and now it is working more or less fine again. The story behind it is not so trivial.

Rail signal logic

The rail signal logic for automated trains is quite straightforward:

As a train moves forward, it tries to reserve signals in front of it. If it can reserve a signal, the whole block guarded by the signal gets reserved for the train. If the train can't reserve the signal, as the block is reserved or occupied by different train(s), it stops in front of the signal and waits. Once the train passes a signal and enters a new block, it removes the reservation on the signal and block it had reserved. Once it exits the block, the block can be reserved and entered by other trains.

This looks nice and simple, nothing fundamentally wrong could happen with this logic right? Especially since we have it there for almost five years and it all just works right?...

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13 Jun

Post

Bugfixes

  • Fixed sprite batching issue when drawing many inserters with circuit connectors. more
  • Fixed construction robot working shadow. more
  • Fixed using repeat_count in RotatedAnimation definition would cause crash. ...
Read more External link →

11 Jun

Post

Changes

  • Improved manual building of character corpses through the map editor. more
  • Textures that are being streamed are compressed now to reduce RAM usage and increase rendering performance.

Bugfixes

  • Fixed production statistics were not cleared before starting the Introduction scenario more
  • Fixed Compilatron getting stuck in a loop between two help nodes. ...
Read more External link →

09 Jun

Comment

Originally posted by H0lyD4wg

So, I observed a non-Factorio-playing friend having a go at the introduction campaign. How should I send my observations? By email? Through Discord? Is there a specific thread on the forums that I should reply to?

There is an email in the screenshot output folder, send any feedback there