Factorio

Factorio Dev Tracker




13 Apr

Comment

Originally posted by booomhorses

Awesome work Klonan. We will definitely look into hosting a game at Comfy. I've been dreaming of such a game mode for a long time. Not only PVP but also allow admins to "role play" bit biters and wreck havock among humans..

If you need any help or want any features in the mod to make it possible, let me know. I would love to see it run on a big server

Comment

Originally posted by Alittar

Idea: Add a system to limit the amount of players who are in the hive if it doesn't exist already. That way you can have 1 or 2 people as part of the hive vs a bunch of factory workers

There is support to limit the number of 'Hive players'. For now I have it just limited by the max number of forces the game can support

Comment

Originally posted by pigguJ

This may be a stupid question but how do you actually swap teams?

There is a button in the top left you can click to join the hive. (If it doesn't show up, let me know).

Comment

Originally posted by EffectiveLimit

Oh god, I always asked for this. But is there some kind of AI from the side of humans?

No... I would be lost for many moons if I were to try such a thing.

Comment

Originally posted by S3trak

Is the factory prebuilt, or do you first play as the builder and then switch over?

You can switch to and from a hive at any time. For this demo and for testing, I just loaded a save game and switched teams.

There is an intention that people will play PvP, where some players build a factory while others are controlling hives to try to destroy it.

Comment

Been working on this mod for a while, with thoughts of it for a long time.

With 0.17, I had all the ingredients to make it work, I hope you will enjoy: https://mods.factorio.com/mod/Hive_Mind


12 Apr

Post

Bugfixes

  • Fixed a crash when hosting multiplayer games in some scenarios.

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
    Klonan on Steam - Thread - Direct
Read this post on our website[factorio.com]

Rail building changes The problem with rail building is that it has too many states. It depends whether you start building the rail with shift, to use the ghost mode or not, and then it also matters whether you still hold shift, to ignore trees or not. Moving from manual building to ghost rail building means cancelling the whole rail building and starting it again with the correct modifier.

The problems were reaching the surface from time to time, and Twinsen even drew a nice little state diagram of the rail building system.



It kind of peaked with ... Read more
Post
Minor Features
  • Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.
Optimisations
  • Optimized alt-mode icon background rendering. more[forums.factorio.com]
Bugfixes
  • Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. more[forums.factorio.com]
  • Fixed that movement by keys or clicking on an alert didn't unsnap the currentl...
Read more
Post

Minor Features

  • Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.

Optimisations

  • Optimized alt-mode icon background rendering. more

Bugfixes

  • Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. more
  • Fi...
Read more External link →
Post
Changes
  • Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
  • font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. more[forums.factorio.com] ...
Read more
Post

Changes

  • Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
  • font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. (https://forums.factorio.com/66263, ...
Read more External link →

Rail building changes kovarex

The problem with rail building is that it has too many states. It depends whether you start building the rail with shift, to use the ghost mode or not, and then it also matters whether you still hold shift, to ignore trees or not. Moving from manual building to ghost rail building means cancelling the whole rail building and starting it again with the correct modifier.

The problems were reaching the surface from time to time, and Twinsen even drew a nice little state diagram of the rail building system.

It kind of peaked with this bug report. After some time, it became clear that we should...

Read more

09 Apr

Post
Bugfixes
  • Fixed a crash when hovering over some inventory-like GUI elements.

Includes version 0.17.27 Bugfixes
  • Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more[forums.factorio.com]
  • Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
  • Fixed a crash when a mining drill is destroyed during the resource-depleted event.
  • Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
  • Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
  • Fixed crash when undoing manual removal of entity marked for deconstruc...
Read more
Post

Bugfixes

  • Fixed a crash when hovering over some inventory-like GUI elements.

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 that pollution statistic values from entities were reversed and didn't increase evolution. more
  • Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
  • Fixed a crash when a mining drill is destroyed during the resource-depleted event.
  • Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
  • Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
  • Fixed crash when undoing manual removal of entity marked for deconstruction. ...
Read more External link →

08 Apr

Post
Changes
  • Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.
Bugfixes
  • Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. more[forums.factorio.com]
  • Fixed that it was possible to rotate entities whilst the technology GUI was open. more[forums.factorio.com]
  • Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. ...
Read more
Post

Changes

  • Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.

Bugfixes

  • Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. more
  • Fixed that it was possible to rotate entities whilst the technology GUI was open. more
  • Fixed that the updates-available counter in the update-mods tab didn't update as mods woul...
Read more External link →