Factorio

Factorio Dev Tracker




02 Apr

Post
Balancing
  • Changed god controller inventory size to be the same as the character inventory size.
Bugfixes
  • Fixed rendering of targeting range visualization for turrets with limited turn range. more[forums.factorio.com]
  • Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. more[forums.factorio.com]
  • Fixed that power poles would sometimes build automatically when they shouldn't. more[foru...
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Post

Balancing

  • Changed god controller inventory size to be the same as the character inventory size.

Bugfixes

  • Fixed rendering of targeting range visualization for turrets with limited turn range. more
  • Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. more
  • Fixed that power poles would sometimes build automatically when they shouldn't. ...
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29 Mar

Post

Bugfixes

  • Fixed that merging two electric networks didn't merge the statistics which was introduced by the power switch addition in 0.13. more
  • Fixed light not turning off properly when using fluid energy source on an entity. more
  • Fixed a crash when building large electric poles. ...
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Comment

Originally posted by videogameenthusiast

Nice

Nice

Post

Bugfixes

  • Fixed vertical squashing of listbox. more
  • Fixed in-game updater would not work on Windows if Factorio path or write data path would contain non-ASCII characters. more
  • Undoing action of building entity that removed ghosts also restores the ghosts. The same with removal of ghosts by cancelling deconstruction. ...
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Comment

Originally posted by CurrysTank

I wonder why Factorio PvP is not so big. (I also have never tried.)

Are there rules, like you cannot attack each other until a certain time limit or tech threshold?? I guess if the win is determined by a tech goal, that keeps things on track...?

There are many configuration options in the PvP scenario: screenshot

So you can create a match to suit the people who are going to play it.

You can also set it up so you don't even fight each other, just working cooperatively from separate factories with independent research.

Removing RTL language translations Wheybags

I'm sorry to say that we have removed the RTL language translations (Hebrew and Arabic) in 0.17.20.

Until this point we've had a half implementation of RTL languages, where the text is simply flipped when we download it from Crowdin. This 'works' for a decent proportion of things, but not nearly 100%. In order to attain the level of polish we want for the 1.0 release, we would need to spend a lot of time implementing proper support for RTL layouts. This just doesn't make sense for us given our current goals, and the proportion of our player base which uses these languages (less than 0.1%). We decided that instead of completely gutting the translations, we could leave them in for those who enjoy them, but not to offer them in the GUI as defaults.

The languages will remain up on Crowdin, and the locale files will still be present in game, but there will be no option in the in-game language options dialog to cho...

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26 Mar

Post

Bugfixes

  • Fixed gates sometimes not closing when next to cliffs. more
  • Fixed crashes related to GUI tables. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experime...

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Post

Changes

  • Removed RTL language translations (Hebrew, Arabic). more

Bugfixes

  • Fixed crash when opening technology tree.
  • Fixed blueprint loading related to trains and temporary stations. more
  • Fixed that the quick bar and shortcut bar weren't aligned on UI scales other than 100% and 200%, making the game literally unplayable. ...
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Post

Bugfixes

  • Fixed various layouting problems related to tables.
  • Fixed upgrading underground belt ghosts would not recalculate underground connections resulting in desyncs. more
  • Fixed construction robot tutorial when spamming ghost radars. more
  • Fixed that some entities didn't show the not enough power icon. ...
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25 Mar

Comment

This is fixed in the latest release.

Post

Changes

  • Dragging power poles over ghosts of the same type will revive them. more
  • Replaced the hand graphic in the quickbar with a selected graphic, so blueprint books are visible.

Bugfixes

  • Solved train positioning when being built by robots. more
  • Fixed that playing Factorio in full-screen mode on macOS would hide all notifications. ...
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23 Mar

Comment

The game doesn't have any built in API for building and moving, You will have to build it from constituent methods.

For instance building is just creating an entity and removing an item.

Moving is done by seting the walking state each tick: https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.walking_state

Etc.


22 Mar

Comment

Originally posted by tragicshark

Is that splitter change already out or still to come (I don't remember reading it in relnotes)?

Its out already

Comment

Originally posted by 4690

The only real change for players is that Splitters need 20% more items for the belt to be fully backed up which is kind of insignificant.

I just want to make sure I understood that correctly. In order to have 30 items/s on a belt I'll need a production of 36 items/s?

No, just when backing up, the splitters will buffer a few extra items: https://gfycat.com/DizzyBossyGnatcatcher

Hello,

This week has been non-eventful. We are fixing bugs. There is not much to say, and I have updated the graph to reflect the status of the ongoing Dev vs. Bug war:


The massive spike is the specific crash we talked about in the last FFF.

EGX Rezzed (Klonan)

We will be attending EGX Rezzed in 2 weeks. This week I have been finishing all the preparation work, such as furniture and equipment rental, accommodation, our itinerary etc. We will have a booth in the South Vault, with a couple of PCs for playing the game. If you are also attending be sure to pop by (We might have some free swa...

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21 Mar

Post

Changes

  • Fast replacing power poles will keep existing connections but also try to connect to further away power poles if possible. more
  • 0-255 numbers are now allowed in [color] tags. The game will detect if you want to use floats or 0-255, just like the /color command. more

Bugfixes

  • Solved transport line compression related to splitters for various corner cases. ...
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20 Mar

Comment

Originally posted by firerebel123

is this per game/map or per network?

Per force.