Factorio

Factorio Dev Tracker




03 May

Comment

Originally posted by Studstill

Just a heads up: The word "carrier" should be "career", right?

Right, fixed, cheers

Post

Graphics

  • Added new specific remnants for various entities. (Work in progress)

Bugfixes

  • Fixed that ghosts could be built in fog of war.
  • Fixed a stack overflow when merging large electric networks (149'000+ electric poles). more
  • Fixed some achievements not counting their requirements properly. more
  • Changed worm and spitter acid attack so they do not create acid spl...
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More remnants Dom, albert

As for the conclusion of the topic opened in the FFF-28...

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02 May

Post

Changes

  • Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. more

Bugfixes

  • Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. more
  • Fixed that worms and spitters didn't show attack parameters in description.
  • Fixed that the game would crash if it was closed when Sound Settings was opened. ...
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26 Apr

Comment

Originally posted by Mabuss

I mean, it's pretty reasonable to assume the same distribution of people playing different branches. So just use something like steamcharts to see how many people are playing.

What is a reasonable assumption for the number of people playing stable vs experimental?

Post

Changes

  • Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged.

Bugfixes

  • Fixed a crash when importing blueprint strings with power switch wires.
  • Fixed fluid mixing for fixed recipe assemblers. more
  • Fixed "Not enough rails" message after successful track placement. more
  • Fixed ...
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25 Apr

Inching closer to stable Klonan

The last 2 weeks have been less productive than we would like on the bug fixing front. The Easter festivities along with a wave of illness have dampened our efforts. We have still managed to push out 2 more experimental releases, and fixed a few desyncs. We encountered one specific desync in the mass MP stress test last weekend, caused by a characters inventory size changing (such as researching the toolbelt technology) while the player is respawning.

The graph of crashes paints a similar story to how the office atmosphere feels. It is natural though, most of the major crashes affecting most players are resolved, so all that remains are the more difficult issues that only affect a handful of players. This means that each bug fix is less effective at reducing the overall crash count.

This last weekend, we had over 500 total crashes repo...

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24 Apr

Post

Changes

  • Added out of fuel alert icon to flamethrower turrets.
  • UI scale won't be synchronised over Steam Cloud anymore. more
  • Syncing startup settings with a server will automatically join the server on game restart. more

Bugfixes

  • Fixed yet another consistency bug related to ghost connections. ...
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19 Apr

Post
    Klonan on Steam - Thread - Direct
Read this post on our website[www.factorio.com].

New Campaign Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next.



These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the perminance and unidirectional progre... Read more

New Campaign Abregado

Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next.

These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the permanence and unidirectional progression of Factorio. The permanence problem has already been solved using the new map expansion technique which is playable in the Introduction scenario. Over the last year we have been working on the bigger design task of unravelling the tech tree and breaking it into a set of choices for the player.

This task has been made al...

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18 Apr

Post
Changes
  • Admins ignore multiplayer map upload slot limit
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.
Bugfixes
  • Fixed that the server-settings.example.json had an additional comma at the end of the file. more[forums.factorio.com]
  • Filled in a missing fluid mixing check for miner. more[forums.factorio.com]
  • Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. ...
Read more
Post

Changes

  • Admins ignore multiplayer map upload slot limit
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.

Bugfixes

  • Fixed that the server-settings.example.json had an additional comma at the end of the file. more
  • Filled in a missing fluid mixing check for miner. more
  • Fixed that create-blueprint-item shortcut prototypes could have no item_...
Read more External link →

17 Apr

Comment

Originally posted by ZeruuL_

Is there a way to pick a spawn point when u join the hive?

No, it picks a random nest close by


14 Apr

Comment

Originally posted by Hanakocz

Ye it was some really old map even from .16 . However the second map had no scripts, as it was our achievement run for 0.17, and it gave the same error into the chat. In any cases, link to the save file

Can you share the log file or screenshot of error message in the chat?

Comment

Originally posted by GetOutsideDrinkWater

How do I get deployers to make larger sizes of biters/spitters?

I've tried changing the evolution factor, but I still only seem to be able to produce small biters and spitters.

You need to change the evolution factor of your own force, not the enemy force, so /c game.player.force.evolution_factor = 0.99 should do it.

Comment

Originally posted by redeamed

Do you have population cost for your units of any kind of upkeep?

Can we get hive buildings that mine ore to upgrade biters? They are evolving....hive mind unlocks uranium upgrade for spitter towers.

No upkeep or pop cap, but they craft very slowly, and absorb pollution to spawn faster.

New buildings are a possibility in future updates to the mod.

Comment

Originally posted by IHaveSomethingToAdd

Had a good bit of fun last night with my bros, power armor and nukes :) https://imgur.com/a/kz9Un1n

Biters with nukes 😱!