Factorio

Factorio Dev Tracker




08 Jun


07 Jun

Post

Bugfixes

  • Fixed that the game crashed when passing train signal while driving train in manual mode.
  • Fixed that 'station name' and 'player name' map toggles would seemingly randomly toggle on when turning on some options. more
  • Disabled check that prevented loading of some mods. more
  • Fixed crash when saving speech bubbles that had been migrated from old saves. ...
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Post

Minor Features

  • Added an option to filter by has-players in the browse games GUI.

Changes

  • Tank no longer takes damage from hitting rocks.
  • Increased tank acid resistance from 50% to 70%.
  • Defender robots no longer require flying robot frames in their recipe.
  • Defender robotics technology only has Military science pack technology as a pre-requisite.
  • Defender robot damage increased from 5 to 8.
  • The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor.

Graphics

  • Added new higher resolution icons for resource ores with randomized variations when drawn on belts.

Bugfixes

  • Fixed that global programmable speaker volume depended on the zoom level. ...
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Demo upgrade for stable Abregado

TLDR; We have released a new version of the Introduction campaign to the Experimental branch. If you are following the campaign development please play it again and send us your feedback.

Introduction as Demo

My previous post on tutorial design is most likely required reading for this post. Please see FFF-284.

In general, the Introduction scenario has been very well received. Feedback has been flooding in, and it has been very useful. Receiving screenshots from all of you has been great. We are mostly happy with the state of the gameplay, and it seems to be having the right effect on new players.

When 0.17 moves to stable, there will need to be a new version of the Demo. The Introduction scenario was always planned to be the Demo, but there are still some sticking points we want to address.

Loader...

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31 May

Post

Bugfixes

  • Changed the go-to-mod buttons in the manage and update tabs of the Mods GUI to switch to the install tab if needed. more
  • Fixed that it was possible to open the command console while inside the technology GUI. more
  • Fixed that it was not possible to build ghosts in normally visible area which is in fog of war in map view. ...
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Inserters are now smarter Twinsen

A few days ago I was investigating a rather minor bug report related to "Rotational Asymmetry in Belt/Inserter interactions" (aka Inserter was not behaving identically when rotated). This was a classic case of floating point equality comparison.

The Inserter would move it's arm and then it would pick up the item if the current arm orientation is equal to the desired arm orientation. Because of some chain of calculations related to rotation, some precision was lost and the equality check would fail for 1 tick, delaying the item pickup for 1 tick in some Inserter rotations. So I fixed that by...

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30 May

Comment

Heh, this change broke the inserters https://clips.twitch.tv/LittleFaithfulSpaghettiHoneyBadger

You might want to not update to this release if you can.

Post

Changes

  • The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. more
  • Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. more

Bugfixes

  • Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. ...
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24 May

Post

Changes

  • The argument to --generate-map-preview is treated as a directory only if it ends with a '/' or '\'.
  • Car/tank color keeps the color of the last user.

Bugfixes

  • Fixed that the technology GUI could freeze on certain technologies. more
  • Fixed a crash when trying to build train ghosts not on rails. more
  • Fixed a crash related to changing the logistic mode on an infinity-chest type entity through mods. ...
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Comment

Originally posted by RealFrizzante

When will 0.17 be "Stable"?

I don't know why i am being downvoted. If it is for the quotes is because I beilive devs do a great work and experimental versions are quite stable.

When all the bugs are fixed

Comment

Originally posted by jurgy94

Just add a null check 4head

But seriously though. After reading last weeks FFF and this one: if you are running out of idea's to write about, just write about some interesting bug you encountered like in this one. It's really interesting to get an glimpse of the inner workings of the game.

Just write about some interesting bug you encountered like in this one.

That implies there is an interesting bug each week

Cars/Tanks remember their color Klonan

This really is a tiny feature, the car and tank will now save the color of the passengers when they exit the vehicle.

So now you won't forget which vehicle you were driving, and can warn everyone else on the server: "Pink tank is mine".

All kinds of bugs Rseding

As uninteresting as it is; most bugs are boring and typically involve missing code. Someone forgot to implement part of a new feature, forgot that some situation could happen, forgot to check for null. Rarely interesting things show up where everything is working but not how we want it to.

Performance: It's never what you think it is

Recently we had a bug report where a modded game would freeze for a minute for seemingly no reason and then continue like nothing went wrong. It being a heavily modded game my first reaction was to blame it on th...

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22 May

Comment

Someone reported the bug on the forum and it's now fixed :)


21 May

Post

Changes

  • Tweaked default graphics settings. The game should choose better default graphics settings for computers with integrated GPUs or less than 6 GB of RAM.

Bugfixes

  • Fixed that GUI element size wasn't updated in inactive tabs when ui scaled changed. more
  • Fixed "Confirm Message" conflicting with some key-bindings. "Confirm Message" can no longer be bound to mouse input. more
  • Fixed possi...
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17 May

Post

Bugfixes

  • Fixed that some noise expression types used by some mods (literal map positions, offset-points, and distance-from-nearest-point) were unimplemented.
  • Fixed that blueprint rotation was not saved for blueprint books in the blueprint library. more
  • Fixed that the focus-search shortcut could be used to bring up the search field when it was disabled. more
  • Fixed that game.reload_script() could break LuaRecipe/LuaPrototype references.
  • Fixed a ...
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Hello,
the bugfixing period boringly continues, we got down to 159 active bug reports, so in few weeks we should be finally down with this burden. But at least the graphics department has something new to show:

New design for the chemical plant Ernestas, Albert

After some time working on the redesign of the chemical plant, we can finally show the results:

In the old version, we had the problem of not being very clear when the chemical plant was working or not. So apart from the style modernisation and high resolution, this redesign was aimed for solving this readability issue. As an addition, we tried also to be very clear at the time of viewing what kind of chemical recipe the plant is processing.

Finally we came with the solution of adding a big window - pipe style - showing the moving liquids inside with the tinted color, and also adding a ch...

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