Factorio

Factorio Dev Tracker




18 Aug

Comment

Originally posted by Gangsir

I think I pointed this out to Klonan before, but the Starbound devs get around this by adding another game as their unstable branch, so both show up in your library, looks like this. Apparently they can track it that way.

You guys might consider splitting stable and experimental into two games, that both get added when somebody buys the game. I have 0 experience with steam's internals so I have no clue on how you'd go about that, but it'd be worth looking into.

This wouldnt play well with cloud saves, achievements, etc.

The current system is working perfectly, knowing how many players are on beta branches isnt that large an issue


16 Aug

Post

Changes

Bugfixes

  • Fixed crash when using the close button while the client is saving the map for desync report. more
  • Fixed a crash related to settings copy/paste of some modded assemblers. ...
Read more External link →
Post

Hello,
we had a party last night in the office to celebrate the work we have done over the last 6 months on 0.17 stablisation. It was nice to have most of the team together to share some beers and pizza.

Not stable quite yet

Unfortunately a couple of nasty bugs appeared this week, in no small part due to forum member boskid and his crusade to find bugs. In the last month alone boskid has reported over 20 bugs, so very special thanks are due. Saying that, we have been efficient in our fixing, and are now down to 32 open bug reports on the forum.

While there are issues being reported, the number of crashes is at an all time low. Below is a comparison between 0.16 and 0.17.

We compared the current number of 0.17 crashes to the number of crashes in 0.16 before we released 0.17. From what we can tell, comparing the number of crashes against average player count...

Read more

15 Aug

Comment

PvP scenario doesnt work with the map preview, but will generate a fair starting area for each team, and you can even specify it to copy them exactly


14 Aug

Post

Changes

  • Modded achievements and their progress are now stored even when the mods adding extra achievements are temporarily removed. Up to 5000 modded achievements are stored indefinitely. more
  • Programmable Speaker sounds now change volume accordingly as player moves. more
  • Rocket Silo sounds now change volume accordingly as player moves.

Bugfixes

  • Fixed tightspot level 5 expecting old chemical science recipe. ...
Read more External link →

09 Aug

Post

Changes

  • Range modifier and shooting speed modifier are now shown in ammo tooltip and ammo turret tooltip.
  • Allow pressing ESC to cancel saving or downloading the map while desynced. more
  • Added copy paste from assemblers to infinity chests, similar to requester chests.

Bugfixes

  • Fixed crash when loading a save containing modded crafting machines with fluid boxes, with mods disabled. more
  • Fixed...
Read more External link →
Post

Hello,
We had a lovely surprise waiting us this Monday, one of our fans had sent us a delicious cake:

It didn't last very long...

Thank you very much Conn! It certainly helped with the bug fixing push this week.

0.17 Stable candidate Klonan

This last week we have made a big push to fix as many remain...

Read more

08 Aug

Comment

Originally posted by sparr

Thank you so much. Whenever I ask questions about improving Creative Mod on the Factorio discord there are devs saying I should just be using the built in functionality which is nowhere near as good.

If you make suggestions we can improve the base game map editor


06 Aug

Comment

Originally posted by ChiefFloppyCock

I think Compilation goes by they/them pronouns not he/she pronouns....

I don't think we ever said that

Post

Changes

  • Inventory filters tooltip now shows they are inventory filters to avoid confusion. more
  • The quickbar tooltip now shows what shortcut to use in order to clear it.
  • Quickbar filters can now be set from the ghost cursor.
  • In Introduction, changed some places Compilatron stands at to be less in the way. (https://forums.factorio.com/74138, ...
Read more External link →

02 Aug

Post

Bugfixes

  • Fixed a script error in the NPE while using demo. more
  • Fixed that reading LuaGuiElement::elem_type would always error. more
  • Fixed a crash related to modded fluid energy sources. more
  • Fixed corrupted alt-mode icons o...
Read more External link →
Post

Changes

  • Combat robotics 2 technology now require Laser. more

Bugfixes

  • Fixed fluid mixing checks for some setups when setting an assembler recipe. more
  • Fixed flying notifications showing player's inventory updates were visible to all forces. ...
Read more External link →
Post

Warning this Friday facts is about the Introduction scenario, not about anything that will be in Freeplay Factorio. You may want to read previous FFFs (...

Read more

30 Jul

Post

Balancing

  • Basic oil processing produces only Petroleum gas, for more streamlined oil setup in the beginning.
  • Basic oil processing keeps some of the refinery input/output slots unused, so it is more clear which ones will be used by Advanced oil processing.
  • Chemical science pack requires Sulfur instead of Solid fuel.
  • Flamethrower ammo requires crude oil instead of heavy and Light oil.
  • Rocket fuel requires light oil.
  • Laser Turrets, Lubricant, and Worker robots technologies need Chemical science pack.
  • Deathworld marathon preset was made a little bit easier.

Bugfixes

  • Fixed a crash when trying to show invalid thumbnails for mods. more
  • Fixed that u...
Read more External link →

26 Jul

Lua Mod GUI additions Rseding

Mod GUIs have been an interesting part of Factorio modding since I started working at Wube. They allow scenarios and mods to add GUIs that look and feel like the base game.

When someone new to Factorio modding is introduced to how they function, they almost always have the same questions:

  • Why is mod GUI part of the game state?
  • Why do mod GUIs need to be deterministic?
  • How can I edit the base game GUIs?

And then comes the explanation:

    The actual widgets are not part of the game state and are not deterministic. The part that mods have access to however is. In an environment where mods have to operate deterministically, if a mod is allowed to read some data that data must be deterministic. In that simple bit of logic; if a mod can read the checked state of a checkbox then that checked st...
Read more

25 Jul

Comment

Originally posted by The-Bloke

Added LuaGui::screen.

Added LuaGuiElement::add_tab(), remove_tab(), and force_auto_center().

Added LuaGuiElement::location, auto_center, drag_target, selected_tab_index, tabs read/write.

Oh wow oh wow I think this is what I was hoping for. THANK YOU!

*goes to test*

Time for the Mod GUI apocalypse