Factorio

Factorio Dev Tracker




16 May

Post

Changes

  • Improved efficiency of noise program compilation and quality of error messages.

Bugfixes

  • Fixed a crash that would sometimes happen after deleting a blueprint from the library. more
  • Fixed crash related to train schedule containing only temporary stations. more
  • Fixed GUI inspector vertical align value inconsistency (middle instead of center). ...
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14 May

Post

Bugfixes

  • Fixed that hand crafting wouldn't respect the hide_from_flow_statistics property. more
  • Fixed that modded GUI tables did not display borders that were set in their style.
  • Fixed the game would fail on startup if control settings were reset during migration of 0.16 config file. more
  • Fixed that train stop "must be build next to rails" error was not using the name of the train stop. ...
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10 May

Comment

Originally posted by Phase_Runner

Is it just me or is this an unusually short FFF?

They can't all be winners unfortunately

Post

Changes

  • When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or when path is changed because of station is being enabled/disabled by a circuit network. (https://forums.factorio.com/68681) This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now.
  • When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destro...
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Post

Blog thoughts Klonan

As the time goes on, the nature of our weekly FFF post has changed. At the very beginning (FFF-1) it was to let people know that "we're still alive and working on the game", and over time we've grown into covering a range of different topics:

  • Communicating our progress and roadmap of the next releases.
  • Showing new features and gathering community feedback on them.
  • Diving into the technical side of game development and particular challenges we face.
  • ...
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07 May

Comment

Unfortunately there is no mechanism to use the new feautres of 0.17 in older versions.

Post

Bugfixes

  • Fixed acid splashes were blocking placement of buildings. more
  • Fixed that acid splashes would have a burning sound effect.
  • Fixed typo in font name that would cause crash in Cyrillic locales on Linux. more
  • Fixed that script changing train path as a reaction to train created event could break the rolling-stock connection process. ...
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Comment

Can you provide a save game?


03 May

Comment

Originally posted by Imereale

I have another typo heads up , although off topic for this FFF.

On the content page (https://factorio.com/content) there is an instance of the noun "challenges" being misspelled as "challanges".

I'll get to this one on Monday 👍

Comment

Originally posted by Studstill

Just a heads up: The word "carrier" should be "career", right?

Right, fixed, cheers

Post

Graphics

  • Added new specific remnants for various entities. (Work in progress)

Bugfixes

  • Fixed that ghosts could be built in fog of war.
  • Fixed a stack overflow when merging large electric networks (149'000+ electric poles). more
  • Fixed some achievements not counting their requirements properly. more
  • Changed worm and spitter acid attack so they do not create acid spl...
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More remnants Dom, albert

As for the conclusion of the topic opened in the FFF-28...

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02 May

Post

Changes

  • Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. more

Bugfixes

  • Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. more
  • Fixed that worms and spitters didn't show attack parameters in description.
  • Fixed that the game would crash if it was closed when Sound Settings was opened. ...
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26 Apr

Comment

Originally posted by Mabuss

I mean, it's pretty reasonable to assume the same distribution of people playing different branches. So just use something like steamcharts to see how many people are playing.

What is a reasonable assumption for the number of people playing stable vs experimental?

Post

Changes

  • Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged.

Bugfixes

  • Fixed a crash when importing blueprint strings with power switch wires.
  • Fixed fluid mixing for fixed recipe assemblers. more
  • Fixed "Not enough rails" message after successful track placement. more
  • Fixed ...
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25 Apr

Inching closer to stable Klonan

The last 2 weeks have been less productive than we would like on the bug fixing front. The Easter festivities along with a wave of illness have dampened our efforts. We have still managed to push out 2 more experimental releases, and fixed a few desyncs. We encountered one specific desync in the mass MP stress test last weekend, caused by a characters inventory size changing (such as researching the toolbelt technology) while the player is respawning.

The graph of crashes paints a similar story to how the office atmosphere feels. It is natural though, most of the major crashes affecting most players are resolved, so all that remains are the more difficult issues that only affect a handful of players. This means that each bug fix is less effective at reducing the overall crash count.

This last weekend, we had over 500 total crashes repo...

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24 Apr

Post

Changes

  • Added out of fuel alert icon to flamethrower turrets.
  • UI scale won't be synchronised over Steam Cloud anymore. more
  • Syncing startup settings with a server will automatically join the server on game restart. more

Bugfixes

  • Fixed yet another consistency bug related to ghost connections. ...
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