Factorio

Factorio Dev Tracker




19 Jun

Comment

The transport lines go to sleep when they are full, so the answer is yes, they use less UPS when backed up.


17 Jun

Post

Changes

  • Inserters are slightly faster when picking up from belts as they can now select an item and pick it up in the same tick.

Bugfixes

  • Fixed a special case of assembler pipe connection bug. more
  • Fixed a crash when trying to check for mod updates with mods that have dependencies not on the mod portal.
  • Fixed that multiple modded inserters aiming for the same belt would compete for the same item. more
  • Fixed that opening signal by circuit network could let...
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14 Jun

Comment

Originally posted by TheMiiChannelTheme

Will this affect performance significantly?

No, it won't make a difference

Comment

Originally posted by evemanufacturetool

Do you have any plans to fix the train collision bug that came up here recently?

Edit: https://www.reddit.com/r/factorio/comments/c0b9vs/new_3_way_intersection_design/ this one

It is resolved for the next release: https://forums.factorio.com/71990

Post

You might have noticed that a lot of rail related stuff was broken during these past releases, and now it is working more or less fine again. The story behind it is not so trivial.

Rail signal logic

The rail signal logic for automated trains is quite straightforward:

As a train moves forward, it tries to reserve signals in front of it. If it can reserve a signal, the whole block guarded by the signal gets reserved for the train. If the train can't reserve the signal, as the block is reserved or occupied by different train(s), it stops in front of the signal and waits. Once the train passes a signal and enters a new block, it removes the reservation on the signal and block it had reserved. Once it exits the block, the block can be reserved and entered by other trains.

This looks nice and simple, nothing fundamentally wrong could happen with this logic right? Especially since we have it there for almost five years and it all just works right?...

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13 Jun

Post

Bugfixes

  • Fixed sprite batching issue when drawing many inserters with circuit connectors. more
  • Fixed construction robot working shadow. more
  • Fixed using repeat_count in RotatedAnimation definition would cause crash. ...
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11 Jun

Post

Changes

  • Improved manual building of character corpses through the map editor. more
  • Textures that are being streamed are compressed now to reduce RAM usage and increase rendering performance.

Bugfixes

  • Fixed production statistics were not cleared before starting the Introduction scenario more
  • Fixed Compilatron getting stuck in a loop between two help nodes. ...
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09 Jun

Comment

Originally posted by H0lyD4wg

So, I observed a non-Factorio-playing friend having a go at the introduction campaign. How should I send my observations? By email? Through Discord? Is there a specific thread on the forums that I should reply to?

There is an email in the screenshot output folder, send any feedback there


08 Jun


07 Jun

Post

Bugfixes

  • Fixed that the game crashed when passing train signal while driving train in manual mode.
  • Fixed that 'station name' and 'player name' map toggles would seemingly randomly toggle on when turning on some options. more
  • Disabled check that prevented loading of some mods. more
  • Fixed crash when saving speech bubbles that had been migrated from old saves. ...
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Post

Minor Features

  • Added an option to filter by has-players in the browse games GUI.

Changes

  • Tank no longer takes damage from hitting rocks.
  • Increased tank acid resistance from 50% to 70%.
  • Defender robots no longer require flying robot frames in their recipe.
  • Defender robotics technology only has Military science pack technology as a pre-requisite.
  • Defender robot damage increased from 5 to 8.
  • The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor.

Graphics

  • Added new higher resolution icons for resource ores with randomized variations when drawn on belts.

Bugfixes

  • Fixed that global programmable speaker volume depended on the zoom level. ...
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Demo upgrade for stable Abregado

TLDR; We have released a new version of the Introduction campaign to the Experimental branch. If you are following the campaign development please play it again and send us your feedback.

Introduction as Demo

My previous post on tutorial design is most likely required reading for this post. Please see FFF-284.

In general, the Introduction scenario has been very well received. Feedback has been flooding in, and it has been very useful. Receiving screenshots from all of you has been great. We are mostly happy with the state of the gameplay, and it seems to be having the right effect on new players.

When 0.17 moves to stable, there will need to be a new version of the Demo. The Introduction scenario was always planned to be the Demo, but there are still some sticking points we want to address.

Loader...

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31 May

Post

Bugfixes

  • Changed the go-to-mod buttons in the manage and update tabs of the Mods GUI to switch to the install tab if needed. more
  • Fixed that it was possible to open the command console while inside the technology GUI. more
  • Fixed that it was not possible to build ghosts in normally visible area which is in fog of war in map view. ...
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Inserters are now smarter Twinsen

A few days ago I was investigating a rather minor bug report related to "Rotational Asymmetry in Belt/Inserter interactions" (aka Inserter was not behaving identically when rotated). This was a classic case of floating point equality comparison.

The Inserter would move it's arm and then it would pick up the item if the current arm orientation is equal to the desired arm orientation. Because of some chain of calculations related to rotation, some precision was lost and the equality check would fail for 1 tick, delaying the item pickup for 1 tick in some Inserter rotations. So I fixed that by...

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30 May

Comment

Heh, this change broke the inserters https://clips.twitch.tv/LittleFaithfulSpaghettiHoneyBadger

You might want to not update to this release if you can.

Post

Changes

  • The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. more
  • Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. more

Bugfixes

  • Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. ...
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