Factorio

Factorio Dev Tracker




25 Jul

Post

Balancing

  • Changed expensive variant of electronic circuit to require 8 copper cables instead of 10.

Changes

  • User verification must be enabled for public multiplayer games. LAN games, direct-connect, and Steam still don't require user verification.
  • Network message segment size can be configured in server-settings.json, for server providers with large enough upload bandwidth.
  • Added "Build with obstacle avoidance" into controls settings with CONTROL + Left mouse click as default. It re-introduces the possibility to build rails in ghost mode that avoid trees rocks and cliffs.
  • Decreased base damage of Personal laser defense from 40 to 30.
  • Decreased base shooting speed of Laser turret and Personal laser defense equipment from 3 shots per second to 1.5 shots per second.
  • Reverted combat latency behavior to do latency hiding while in combat. ...
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19 Jul

Comment

Originally posted by ChristianNilaus

Dear Wube

Since the "mega packet" update MP has been frustrating to play due to rubber-banding and latency. This manifests most obviously when you take a small step and it moved 4-5 tiles instead of <1 tile as it should. This is not always happening, but certainly more than 50% of the time.

I have played on the same server for many months and it suddenly went from "usual MP latency" to "OMG I CANNOT CONTROL MY CHARACTER!1!" from one day to the next. I have asked around and it seems this is commonly experienced.

Is this one of your 28 remaining bugs? if so I would like to upvote that in your backlog if possible ;)

Yea, we have also fixed that for the next release

Comment

Originally posted by Roxas146

So G2A gets to choose the auditing company? I'm sure that the auditors will be completely objective and reasonable towards the company that's paying them for an audit!

Its going to be one of the Big 4 accounting firms.

Hello,
We are down to 28 bugs on the forum. The last bugs are often the ones we have been putting off for a reason, they generally require some more meaningful changes and decisions. That is why this week we have a lot to discuss.

G2A update

G2A got back to us this Monday, nothing much has happened so I will keep it short. They asked if we would agree to an audit to verify the money lost to chargebacks, we said yes, and they said they will start contacting some audit companies, and that it will 'take some time'.

Rail-planner obstacle avoidance

Kovarex was convinced by members of the forum to add someway to use the obstacle avoidance mode of the rail planner. Now when planning a rail path, holding CTRL will make it use the obstacle avoidance ghost planning.

MP server description Sanqui

Dear server owners: the server description field is being enlarged from 120 to 5000 characters, and it now loads immediately. As soon ...

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17 Jul


15 Jul

Post

Bugfixes

  • Fixed a crash related to researching technologies through script.
  • Fixed a crash when opening other settings on the steam version of the game. more

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

Changes

  • Restored ore placement to match that of 0.17.50 more

Optimisations

  • Optimized synchronization time of blueprint library to a new game map. more

Bugfixes

  • Fixed glitch in pollution cloud overlay rendering. ...
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12 Jul

Comment

Originally posted by loozerr

There's a third possibility for why people are buying gifts and selling them under market price - skins are a huge market and it's one of the ways to liquidate money sitting on a steam account. So people can obtain skins (legit ways like loot boxes, gray areas like hosting trade websites, and outright scams like skin casinos and phishing accounts), sell them on Steam market and turn it into actual cash.

Ah, that is an interesting point

Comment

Originally posted by Illiander

Sorry for my ignorance, but who are G2A and why are they shady?

eli5 for me?

We have talked about them before:

...

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Comment

Originally posted by RexKoeck

If build 46132 was released as version 0.17.56, then releasing 46133 should be done as 0.17.57. I wouldn't ever expect to see two releases with the same version but with different build numbers.

The deployment of 46132 crashed midway through, and since the deploy was not completed, there was no reason to bump the version number.

The problem was that it failed after it had already uploaded the Linux headless, so when the next deploy succeeded, the old failed deploy was still in the cache

Comment

So we think that there was a cache issue with a version of the Linux server, and a few people downloaded an old cached version instead of the latest correct version when updating last night.

So the solution is for the server host to download a fresh copy of the linux headless server

Post

Under 100 bugs

We have a record low in our bug report forum, of only 55 active bug reports. I don't think in the history of Factorio the bug forum has been so clean. No doubt once we mark 0.17 as stable the count will shoot up again.

For this weeks graph I added the count of players on Steam as the left axis. We thought it would be somewhat interesting to see if there is any correlation between the two.


Note: The axis have different scales.

I a...

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11 Jul

Comment

Originally posted by AdmHielor

Updated my local copy via steam, updated my server via the linux updater script, I get the following error:

Version mismatch detected!

You are running version 0.17.56 (build 46133, win64, steam)

Server is running version 0.17.56 (build 46132, win64, steam)

Thanks for letting us know, we will look into it

Can you try running a clean install of the linux server and see if the issue persists?

Post

Minor Features

  • Added option to enable Steam Cloud Sync for blueprint library to Other Settings GUI. Please backup your blueprint-storage.dat if you chose to enable it. The option is available in Steam version of the game and Cloud Sync needs to be enabled in Steam for the library to be actually synchronized.

Bugfixes

  • Fixed that the blueprint library GUI sometimes wouldn't update until the mouse was moved. more
  • Fixed that deconstructing tiles in the map editors instant-deconstruction mode didn't work. ...
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09 Jul

Post

Bugfixes

  • Fixed that some of the textboxes didn't allow to write characters bound for different actions when focused. more
  • Fixed a desync related to removing rail signal that merges two rail blocks reserved by different trains into one.
  • Fixed that the belt-gap-fill logic could replace splitters/underground belts in some cases. more

Modding

  • Added LuaPlayer::connect_to_server().

Use the automatic updat...

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06 Jul

Comment

Originally posted by audigex

Raise your hand if you feel personally victimised by Factorio’s multiplayer desyncs

If you have desyncs without mods, always report them on the forum. They are also many times hard to fix and will probably often not be fixed immediately, but if we get enough reports we can either figure out what's happening or we know it's a common issue and we need to put more effort into tracking it down.


05 Jul

Comment

Originally posted by Rybec

I do not understand how which entity other players are hovering their cursor over is relevant to the global gamestate. Wouldn't including an entity ID when they actually interact with something negate the need for all these entity selection actions? I'm sure there's much more to it than this; you guys are not ones to have frivolous ineffeciencies. I'm just not seeing it.

Comment

Originally posted by NameLips

I think of these sorts of Friday Facts when people whine about Factorio's price. This isn't some quickly thrown together game that took a month for one guy to make, it has a team of paid employees who have spent years of their life (and career) developing it full-time. This dude spent 2 weeks hunting down a multiplayer bug that only becomes an issue in games with over 200 people in it. In so doing he tracked down a bunch of smaller issues that were probably a really good idea to fix. This is a bug that it's unlikely that any of us will ever personally experience, but it still was incredibly worthwhile to track down and squash. In the end multiplayer is more rock-solid for everybody.

And then people hop on Reddit to whine that $30 is way too much to spend on a video game. The ongoing sales of Factorio pay this guy's rent. It's why he could devote two weeks of his life to an issue most of us can barely understand. It's why we're getting such a solid product. But no...

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