Factorio

Factorio Dev Tracker




20 Mar

Comment

Originally posted by firerebel123

is this per game/map or per network?

Per force.


19 Mar

Post

Changes

  • Disabled vanilla pollution attacks in the NPE until after the final wave.
  • Changing teams in PvP will try to preserve the current character. more

Bugfixes

  • Fixed alerts showing for trees and rocks in the NPE more
  • Fixed solid fuel not triggering "fuel furnace" quest item ...
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18 Mar

Post

Changes

  • Fixed that trains wouldn't depart for temporary stops when waiting at a station. more
  • Fixed that two headed train running out of fuel didn't trigger the out of fuel alert in one of the directions. more
  • Improved Compilatron's ability to select a free space when indicating structures by a factor of 16.6.
  • The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.
  • ...
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Comment

Originally posted by ehque

Check the solution didn't break something else. For this we have over 1,300 integration tests which cover a large amount of the code base. We also have a server which runs tests for all platforms whenever anything is pushed to the master or any pull request.

Question: What is the pass/fail criteria of this integration test? Is it simply to check if the game will crash, or does it also check for unwanted/unexpected bahaviour of game units/assets?

It depends on the test, some check that a train is in the right position, that a certain biter dies, that the player has the crafted item, etc.


15 Mar

Post

Bugfixes

  • Fixed that research queue setting in the New Map GUI wouldn't remember its value. more
  • Fixed a crash when hand replacing an assembler ghost with fluid mixing. more
  • Fixed migration of fluid-using modded mining drill.
  • Fixed ten_minutes modifier bug in NPE.
  • Fixed broken resetting of scenario context.

Use the automatic updater if you can (check experimental updates in other settings) or download full i...

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Comment

Originally posted by goose716

Does pollution from fire show in the pollution statistics yet?

Should do already AFAIK

Comment

Originally posted by pnsns

Typical factory

Yeah sure. Having 50k electric miners but not one assembler 3...

Its 50k pollution from all miners, the number does not reflect the number of entities polluting

Comment

Originally posted by ltjbr

The deploy server does its automation magic, builds all the platforms and uploads it everywhere, updates the locale from Crowdin, etc

Is there a reason gog.com doesn't get updated with the experimental versions?

We upload the builds to GOG, however they don't provide us any mechanism for setting the releases live ourselves.

Our release process sends them an email asking them to deploy it at their earliest convenience.

Comment

Originally posted by LTCOakley

It wasn't clear to me, after upgrading to .13, will the evolution rate be fixed even if the map was ran on .12?

Yes, it will be fixed even if you played in 0.17.12. Howeverthe evolution factor will still remain at the increased value

Comment

Originally posted by 911GT1

Probably stupid question but, do automatically reported bugs/crashes require reproducing in order to get fixed?

It depends, sometimes there is enough info in the crash log to fix it without reproducing.

Post

Changes

  • Modified NPE quest structure to give the player more notice of impending attacks
  • Added missing Steel plate recipe to NPE tech tree more
  • Removed unneeded Iron stick recipe from NPE
  • Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. more

Bugfixes

  • Fixed that the evolution pollution factor wasn't migrated properly. (pollution w...
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Post

A week in the office

This week is another week of typical bug fixing, so I thought we would make a one-time change of style and do a day-by-day account of what exactly that means for us.

Monday

We had a typical day of bug fixing for the most part. After our weekly Monday meeting, where we discuss the development plan and the Friday Facts plan, everyone settled into the normal bugfixing work, which boils down to something like this:

  1. Find a bug to work on - Either by looking through the forum or the Automated crash reports.
  2. Try to reproduce the problem, or someway figure out what went wrong.
  3. Try to fix the problem. Sometimes this is super easy, other times it can be hours/days.
  4. Check the solution is effective at fixing the bug.
  5. Check the solution didn't break something else. For this we have over 1,300 integration tests which cover a large amount of the code base. We also have a server which runs tests for...
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14 Mar

Comment

Originally posted by Vox_Imperatoris

Can this be changed through a console command without breaking achievements?

Negatory

Comment

Originally posted by Vox_Imperatoris

Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)

I assume this applies to existing games?

Existing death worlds will still remain at the default 100%

Post

Features

  • Added pollution tab to the production statistics.

Minor Features

  • Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
  • Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)

Changes

  • Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.
  • All statistics graphs apart from electricity use smoothing now.
  • The Install Mods GUI will now automatically install required dependencies.
  • Added graphics option "Render in native screen resolution" on macOS to workaround performance issues due to rendering on Retina displays. ...
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11 Mar

Post

Bugfixes

  • Fixed that the process name was set to "Main" on Linux. more
  • Fixed a crash when closing GUIs with escape in some cases. more
  • Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.
  • Fixed that focus-search wouldn't work in the Recipe GUI or Map Editor. ...
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Post

Changes

  • Terrain generator options are preserved by the map generator GUI unless explicitly changed.
  • Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. (https://forums.factorio.com/67282) Existing blueprints containing "grass-1" will be migrated to the "landfill" tile.
  • The game will load without an error when non-essential shaders fail to compile. ...
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10 Mar

Comment

The mod should check, arbitrary limitations like this just restrict otherwise creative and interesting uses of mods.


09 Mar

Comment

You can arrange the teams before the event starts now, but this will still be useful for if someone joins half way through.

There is a internal function set_player(player, team, mute)

So the function will look something like this

/c set_player(game.players["Klonan"], global.pvp.config.teams[1], false)

The number of the team is determined by the order in the setup GUI. If the last parameter mute is set to true, then it won't print a message when the player is set to the team.