V453000

V453000



02 Mar

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A lot, lot, a loooooot of playing and iteration. For every major release we've had a playtesting session, but some of us (mainly me and kovarex) have simply played the game a lot. Not non-stop of course :)

We've made so many little tweaks step by step, while occasionally taking a little bit of a bigger leap in some of the major versions.

Probably the most impactful balancing has been done around science packs, those were changed several times over the years of development, almost every major version had a bit different science packs, with 0.15 https://www.factorio.com/blog/post/fff-159 removing the alien science packs and introducing purple/yellow/military/space science packs, and in 0.17 https://www.factorio.com/blog/post/fff-275 they got changed to pretty much the state they are in now (except solid fuel x sulfur in chemical science packs).

For...

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I don't follow this day to day, but seeing a recap once per month is really interesting. Thank you for this.

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Originally posted by JohnDoe_2408

Comment by a dev-alt? 😜

4.4 years of playtime per resolved bug report

Are we winning?

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Originally posted by matjojo1000

That GUI always felt like a debug menu at best, all cells are numbered, with no way of knowing which is which, the list is only two wide in a game with items that can fill the list at least three times, etc etc.

I hope it gets an upgrade, a neat map with coverage like the trains, more comprehensive listing of items, stuff like that. I'm not sure how viable, but graphing like the production graph would also be super handy per cell.

Sounds perfect to ... debug your factory! Huehuehue

I'll see myself out.

Yes, it could use more polish :)


26 Feb

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In the tips and tricks, some tips have a "green play" icon in the index on the left, or a "Play tutorial" button at the bottom right, when you select the tip


23 Feb


19 Feb

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Ok I haven't seen a build with direct insertion via beacons yet XD I knew inserters can do that but I never thought to use it for that.

WTF. XD


17 Feb


15 Feb

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This is great.


14 Feb


09 Feb

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Originally posted by MediocreMeat

How do you even find stuff like this? Like why were you pressing that specific button combination in the menu, of all places? It's so obscure, and it's not even mentioned anywhere

It's usually tools we make for our own use, and it's not really worth it to remove them in the official releases :)

Specifically this one was added to easily view various scales of the gui.


08 Feb

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Because the ultimate victory is finding a bug in Factorio. :)


05 Feb

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Originally posted by Arctic_Chicken855

Wait... why are they hiring 3D artists for a 2D sprite-based game? Unless...

All of the 2D graphics are created from 3D models.

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Originally posted by DNABeast

"we don't think that it will take less than a year to develop."

So, they DO think it will take more than (or equal to) a year to develop?
*pencils in 5 Feb 2022 into calendar*

I'll just mention that major releases like 0.15, 0.16 or 0.17 took us about a year each, and the expansion should probably be significantly more impressive.


03 Feb

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Try to get the biggest starting area and you will get as much time as you can.

Another cool variable is the pollution attack cost multiplier. I love to drop that to 0.3 or something along those lines. You will get a LOT more biters attacking you. Be careful about dropping it too low as it can cause the pollution cost of ammo get higher than the pollution cost of biters.

Theoretically you could mess with the pollution absorption, so the tiles/trees absorb it faster. Possibly (I didn't test this), if you increase the pollution absorption 5 times, maybe dropping the pollution attack cost multiplier 5 times could result in long-term comparable results, but with about 5 times more time to prepare? I'd guess there is some obvious caveat I'm forgetting, like the pollution costs for dying trees, the values when tree stages change not being affected, or something along those lines.

If you want biters to remain capable of causing damage even in late game, increasing m...

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30 Jan

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Originally posted by eatpraymunt

Every other building game I play I am pressing Q constantly and disappointed every time that it does nothing. :(

Well, shift + click works


29 Jan

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Originally posted by Contribution-Sharp

was show-logistic-robots-on-map debug option removed?

it's now a part of the map view, see the icons on the right


17 Jan

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Originally posted by DerDeineAkteKennt

Well isn't the spidertron technically a fish Amor? (has fish in Recipe)

Checkmate right there.


13 Jan

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WTF it's actually not a joke XD LOL.