Factorio

Factorio Dev Tracker




06 Sep

Hello,
Another week has elapsed, which brings us another week deeper into the declining weather of autumn.

Even more Remnants Albert, Dom, V453000

In ...

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04 Sep

Post

Changes

  • Pressing ESC while catching up to a multiplayer game will open the menu with most options disabled. more

Bugfixes

  • Fixed migration bug that doubles up to one sample worth of statistics when a save is loaded from before 0.17.44.
  • Fixed production statistics not calculating the totals correctly. more
  • Fixed that on_built_entity wouldn't be fired for built blueprint entities. ...
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03 Sep

Post

Graphics

  • New chemical plant graphics.
  • Heat pipes (also in reactors and heat exchangers) glow with high temperatures.

Changes

  • Pressing ESC while catching up to a multiplayer game will disconnect instead of opening the menu. more
  • An entity can't be teleported into a position where pipe connections would overlap. more
  • The camera will zoom to center instead of zooming to cursor in God controller, Ghost c...
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01 Sep

Comment

Originally posted by crazybmanp

When will heat pipe glow be live on exp?

Next week (probably).


31 Aug

Comment

Originally posted by ICanBeAnyone

I still fail to see how jumpiness is a problem. When all your factories produce items in lockstep and then all try to grab inputs from a belt simultaneously, chances are that they will temporarily starve each other, too. So they will naturally end up in a rhythm where they cascade their production.

It's the same for pipes. shrug

It helps with seeing production balance, so you see a pipe with a constant 20/100 low flow amount, rather than a 1 second spike of 100/100 and 4 seconds of 0/100.

Comment

Originally posted by ancient_memes

What's stopping you? /u/klonan

The problem I can see with this issue is that it will mess with how productivity modules work and that it's too different to how the other machines in the game work. I wouldn't want to try to get my head around how some buildings produce at a constant rate and others produce a product at the end of an operation cycle.

I trust in our benefactors to deliver a solution. To be fair, I've not yet experienced any problems with the latest fluid changes at all.

Limiting the input/output flow rate is one good idea, it does smooth out the simulation and reduce jumpiness of ths system.

The solid state thing is never going to happen, its just not feasible.


30 Aug

Comment

Originally posted by LeftFire

The heat pipes are also .18, they are post-stable.

The glowing heat pipes will be in the next 0.17 experimental

Comment

Originally posted by MagmaMcFry

The FFF images aren't loading for me, but they load if I change their HTTP URL to HTTPS.

Should be fixed now, thanks for letting me know.

Comment

Originally posted by craidie

Correct me if I'm wrong, but shouldn't thousand celsius be dull red glow? And orange is several thousand?

The factorio universe might just have a different Stefan–Boltzmann constant... ?

Comment

Originally posted by Loraash

OK, with all these things that aren't the new fluid mechanics, I have to ask: is it pushed back to 0.18?

That is still to be determined, it may be a post-stable feature, it may be a 0.18 feature, it may never happen.

Only time will tell, but it is not forgotten.

A few bugs left...

WoW classic has been released, which means several of our top men have taken time off to spend hours raiding and having fun in Azeroth.

This isn't great timing, as a few new bugs related to train signals appeared. We want to get these bugs solved before we do another release (another stable candidate). As it turns out, the only person with the skillset to fix these specific train signal bugs is also deep into levelling his Priest... (Kov on Pyrewood Village)

We are still making the rest of the preparations for the stable release. We have started writing up the stable annoucement blog post, and have produced a 0.17 postcard image. Other than the few more critical rail bugs, there doesn't look like there is much else to block the stable release, on the forum we are down to 27 bugs.

Since there are so few bugs left to deal with, some of the team has starting working on 'post-stable' features. Wheybags is working on the new cam...

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25 Aug

Comment

Originally posted by bgr2258

(Just my guess) They break formation when their individual path finding takes over and they all think they are running into the one in front of them and try to find their way around. Which runs them into other biters, continuing the problems.

Or possibly the spitters stop when they reach their range, causing biters to have to path around them?

Yea, once the group encounters the wall, they all individually try to path to the wall. However they collide with eachother, so keep trying to path and repath and path and repath around the other biters who are also pathing and repathing.

As an experiment I made biters not collide with other biters, and this is the result:

Before: https://gfycat.com/ambitiouslighthuman

After: ...

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23 Aug

Comment

Originally posted by EurypteriD192

Either I’m being silly but they cannot explode atm?

I was just speaking hypothetically. At that point(using them for the first time) he didn't know if they can explode or not. But even if they did, that's no reason to not try.

Comment

Originally posted by Ellisthion

The problem is that building even a half-decent reactor with the information available in-game is almost impossible. And if you have to dig through a wiki page just to understand it, the blueprint becomes the obvious next step.

Nuclear should be easier for the average player to discover and work out with in-game info only.

That's a valid concern we are trying to improve with the new tooltips.

Comment

Originally posted by __Hello_my_name_is__

It's sad when we release an update and the first comment is "does anyone have the blueprint string for the nuclear reactors"

Oh yeah, that's me. I've literally never build a nuclear reactor from scratch, and I'm pretty sure if I were forced to build one on my own, it would explode.

So you should still build one. Worst case if it explodes you can load the autosave. We were thinking of adding a section about "happy accidents" and how it's ok when players have to fail miserably sometime if they can laugh about it.

The boring phase of bug-fixing is still going, slowly but surely. Stable should be released next week, but with some people on vacation (Ben, Jitka, kovarex, Klonan, Sanqui) and with the release of WoW Classic, it might get slowed down a bit. (By the way, some of us will be playing on Pyrewood Village, Alliance, so if you want to have the chance of meeting Twinsen, kovarex or dominik while leveling, you can join that server).

So since there's not much happening, this week we decided to explore some unpopular or controversial opinions about the game from within the team.

In Wube we don't have a very strict management structure, everyone is free to have ideas and opinions about almost all aspects of the game. This means that with almost every change we argue and discuss a lot before making a final decision. Sometimes we argue about everything, from the smallest GUI change, to how a major feature should work. This is probably not a bad thing since this means change...

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22 Aug