Factorio

Factorio Dev Tracker




18 Apr

Post

Changes

  • Admins ignore multiplayer map upload slot limit
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.

Bugfixes

  • Fixed that the server-settings.example.json had an additional comma at the end of the file. more
  • Filled in a missing fluid mixing check for miner. more
  • Fixed that create-blueprint-item shortcut prototypes could have no item_...
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17 Apr

Comment

Originally posted by ZeruuL_

Is there a way to pick a spawn point when u join the hive?

No, it picks a random nest close by


14 Apr

Comment

Originally posted by Hanakocz

Ye it was some really old map even from .16 . However the second map had no scripts, as it was our achievement run for 0.17, and it gave the same error into the chat. In any cases, link to the save file

Can you share the log file or screenshot of error message in the chat?

Comment

Originally posted by GetOutsideDrinkWater

How do I get deployers to make larger sizes of biters/spitters?

I've tried changing the evolution factor, but I still only seem to be able to produce small biters and spitters.

You need to change the evolution factor of your own force, not the enemy force, so /c game.player.force.evolution_factor = 0.99 should do it.

Comment

Originally posted by redeamed

Do you have population cost for your units of any kind of upkeep?

Can we get hive buildings that mine ore to upgrade biters? They are evolving....hive mind unlocks uranium upgrade for spitter towers.

No upkeep or pop cap, but they craft very slowly, and absorb pollution to spawn faster.

New buildings are a possibility in future updates to the mod.

Comment

Originally posted by IHaveSomethingToAdd

Had a good bit of fun last night with my bros, power armor and nukes :) https://imgur.com/a/kz9Un1n

Biters with nukes 😱!

Comment

Originally posted by SMHorcrux

This is probably impossible to implement, but:

There should be a biter tech tree, which uses bottles of pollution in special labs

There should be a biter specific resource that is needed for players, and a player specific resource that is needed for biters, so they would both have a reason to fight each other.

I like the thought of one building used for everything for the biters, like you assign them uses, say one creates biters using pollution and iron you got from the player, and then another building harvesting pollution to research

There should be a goal for the biters like the rocket for the players. A strong weapon will be locked behind whatever you get in the launch (say you get nukes only after you launch a rocket)

Add a lots of weaponry, and make the weaponry the biters make not usable by player vice versa.

Examples for the ideas: 1. Every person building makes a type of pollution, and then you can harvest the pollution for s...

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There is a lot of room for expansion of the mod, for now I've intentionally kept the scope quite small (scope creep tends to kill any development expedience).

Things like, a research tree for boosting biter/worm damage, speed etc.

Currently the biter forces are centered around 'harvesting' pollution from the map, to spawn the biters. Some mechinism for biters to produce pollution would seem natural, harvesting trees or other resources to generate their own pollution makes some sense.

Further down the line, expanding biters into their own proper logistical network is possible, it requires a lot of thought, development, and designing of the mechanisms. For now, being simple, it allows me to see how people will enjoy playing as the biters, and shape the future developments around what is most fun, and what complements the playstyle of the biters.

Comment

Originally posted by QFSW

Having a bit of trouble, how do i place a spawner?

You need to enabled "Pick ghost item" in settings->interface, then you can use the shortcuts in the quickbar to place the spawners

Comment

Originally posted by Hanakocz

It did not crashed. It continued to run. Played one more base (that time no soft mods etc) and it happened again, but this time just like...single time or twice.

Ah, it must be a comfy script thing, I would recommend to report it to them

Comment

Originally posted by Sentient2X

I can’t control the units or build spawners

You can grab the unit selection tool from the shortcut bar

Comment

Originally posted by [deleted]

[deleted]

It doesn't use the normal biter mechanics.

Comment

Originally posted by ElectricBandit2

Does this work with multiplayers? I think it would be really cool for you to play against another person building a base.

Yes, it does

Comment

Originally posted by Hanakocz

THis is fun. Loaded some of earlier endgame bases and went to destroy it...However got some "entity nil" errors, It said I have to save the game and send it :)

Warning: I managed to get 12 FPS at max.

https://dl.dropboxusercontent.com/s/3ovkt9396b36mfx/comfy%20stoneblock%20entity%20nil.zip?dl=1

Can you send a crash log?

Comment

Originally posted by PuddlesRex

Stupid question: How do I attack? I switched teams, ran over to my factory, hit spacebar, and... Nothing.

Mousing over the attack, it says "Unknown key: "item-name.behemoth-biter-player-gun"

You need to use the C key to attack non-aggroing buildings

Comment

Originally posted by GetOutsideDrinkWater

How exactly do I command units?

I'm able to switch teams, and I see that if I press alt+m it changes my cursor to presumably move units, but when I try to select units, it doesn't do anything. I can't find documentation of controls anywhere.

There is the select units tool from the BP library or the shortcut bar, which you use to select the units


13 Apr

Comment

Originally posted by Sentient2X

I don’t get how to play.

What do you need help with?

Comment

Originally posted by WhiteHatWitch

This is absolutely phenomenal. I haven't played it at this date and this is the first that I've ever seen of it but I can already tell that it's something worth playing or at least watching. I look forward to looking into this more, maybe even downloading and playing it. Is there a user guide?

No user guide currently. The mod is quite simple for now, so its not a priority.

Comment

Originally posted by ZeruuL_

So what happens if the engineer has a lot of artillery in his base?

You'll have a tough time...

Comment

Originally posted by kitty-dragon

``` 971.919 Error MainLoop.cpp:1177: Exception at tick 78393: The mod Hive Mind caused a non-recoverable error. Please report this error to the mod author.

Error while running event HiveMind::on_gui_click (ID 1) __Hive_Mind/script/hive_mind.lua:353: attempt to index global 'surface' (a nil value) stack traceback: __Hive_Mind/script/hive_mind.lua:353: in function 'leave_hive' __Hive_Mind/script/hive_mind.lua:230: in function <Hive_Mind/script/hive_mind.lua:230> (...tail calls...) __Hive_Mind/control.lua:46: in function <Hive_Mind_/control.lua:44 ```

Thanks for the report, I have fixed it now.

Comment

Originally posted by Taylor555212

Wow, nice job Klonan. This looks really good. Glad to see you doing cool projects. Do you think this will make it to the main game? I assume you’ve spoken to Kovarex about it already.

Right now I don't think the concept it fleshed out enough, even remotely, to be good enough as a main game addition.

It would also slow down the 1.0 release, which nobody would want.