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Factorio

Factorio Dev Tracker




24 Oct

Post

Hello, it has been a while since we've talked.


Switch 2 and FactorioTwinsen

I saw there was good interest in Factorio and Factorio: Space Age for the new Nintendo Switch 2. Some players were asking about it even before the console itself was officially announced.

We know you will scroll to the conclusion, so here's the announcement first:

Factorio - Nintendo Switch 2 Edition

Image

Similar to other games, we decided to release a Nintendo Switch 2 Edition, an upgrade you can get if you own the game for the original Switch. If you don't have the game you can get it as part of a 'bundle' which is the game with the Switch 2 edition upgrade. Nintendo has ...

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30 Aug

Comment

Time passes, and passes, until your life before is some half-remembered dream.


22 Aug

Post

Bugfixes

  • Fixed that freezing and thawing underground belts would move items slightly. more
  • Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rail ghostsmore
  • Fixed that opening rich text in map view could send a click a...
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12 Aug

Post

Minor Features

  • Heat interface can now heat entities and tiles.

Changes

  • Changed the blueprint setup GUI description field to include the icon picker. more

Bugfixes

  • Fixed that belts in the blueprint GUI did not animate. ...
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11 Aug

Comment

Originally posted by _RealK_

I heard he's been crying because he could not get a job at Wube.

Untrue


07 Aug

Comment

I personally wrote (modified some opensource version) the current js applet of solving problems, and added some key features, like branch auto merging in the editor (when different order of move leads to the same position), status based problems (marking ending leafs by the status, like KO+, SEKI, etc)., being forced to show answers to all of the opponent moves and probably some other small things. All of this even when I hate js to the core :).

I also personally added 797 tsumegos (the 1000 weiqi problems).

On top of that wube paid the site creator so he can focus on improving some key fetures needed.

Why I'm writing this all? Maybe some imposter syndrom wanting me to prove that I'm not a fraud and I'm actually into programming? :)


04 Aug

Post

Bugfixes

  • Fixed that --dump-icon-sprites would shift icons south-east by one pixel. more
  • Fixed boilers consuming hot input fluid would not produce enough steam. ...
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31 Jul

Post

Bugfixes

  • Fixed a crash when furnace that is crafting is cloned.

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

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30 Jul

Post

Changes

  • When dragging belts, going forward and back will remove the extra belts built.
  • When using smart belt building to make a turn, the player can decide to change the direction after the turn by dragging in the opposite direction.
  • Don't change gamepad selection center when the character starts flying in mech armor. more
  • Improved the GUI responsiveness in the display panel. ...
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17 Jul

Comment

Originally posted by Remmoze

My friends and I had a heated debate about your usage of `MapPosition(x.5, x.5)` cursor positions on the grid cells in the unit tests. Why do you do that? Why are they not just `MapPosition(x, x)`? Shouldn't it be just the same, but easier to write? And if it's not the same due to a bug, one should just write a different unit test to test specifically for that?

In my opinion, it's better to write `MapPosition(0.5, 0.5)` simply due to the fact that a unit test should get as close to the actual thing it is testing for and nothing else. You can write a different test to test the `x` vs `x.5` ambiguity. And if you accidentally make a bug that cases `x` vs `x.5` product different results, that specific test should fail but not +1000 others as well. The less moving blocks a unit test relies on the better.

In my friends opinion, one should use `MatPosition(x, x)` in the test, but have a test case dependency. The most important assumptions (the fundamentals like `x` vs `x.5...

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It is simple the way the entities exist in the real game. Transport belt is 1X1 tile entity, and its center is logically in the center of the tile, so the .5 position. If I built 2X2 entity, like a stone furnace, it wouldn't be on the .5 position in the game, and also in the test.

I'm not even sure, but maybe it would work to just write MapPosition(x,x) for the test, and it would get changed in some of the layers of the logic to the correct position, but then the position of the actual entity would be different than the position I specified in the test, and would make debugging a bit more confusing.

Imagine you create a belt at MapPosition(2,2), and during debugging you find it at (2.5, 2.5). Or even worse: you use the position as a variable to create the entity, and then you use the same position to find the entity to check if it is still there, and since the belt doesn't cover the whole tile, you wouldn't even find the belt on MapPosition(2,2) if you tried to.

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10 Jul

Post

Changes

  • Moved the ammo turret request-slot closer to the turret center visually. more

Bugfixes

  • Fixed a crash when removing transport belts or walls with wires in blueprints.
  • Fixed that the show-train-signals debug option didn't render correctly for elevated signals. ...
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09 Jul

Post

Changes

  • [space-age] Remastered and remixed music.
  • [space-age] More icons in factoriopedia made unique.

Optimizations

  • Improved performance when holding blueprints.

Graphics

  • Improved frame rate stability of Metal graphics backend
  • Improved rendering performance of busy scenes of Metal graphics backend

Bugfixes

  • Fixed that teleporting a car to another surface would invalidate lua references to non-player characters in it. more
  • Fixed that LuaSurf...
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23 Jun

Post

Bugfixes

  • Fixed LuaForce::get_logistic_group was not working with constant combinators. more
  • Fixed a crash when item spoils in furnace source inventory while recipe was not yet selected.
  • Fixed music not playing on surfaces without a planet associated with them. ...
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19 Jun

Post

This release fixes a packaging issue with Version 2.0.56.

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

External link →
Post

Minor Features

  • Added ability to undo rotating or flipping an entity. more

Changes

  • Changed how captive spawners work to always allow spoilage into the trash slots. ...
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18 Jun

Comment

Originally posted by SuperTnT-

I'm not.. Is there a way to contact steam, or the Dev's to prove my case?

It never went on sale


02 Jun

Post

Bugfixes

  • Fixed a crash when game was saved in complete mode (for desync, benchmark or heavy mode) that could happen after a save file was loaded from an older version requiring transport line groups to be reconstructed while there were also blueprints with transport belts present in the save.
  • Fixed vehicle ammo refill was not working. more
  • Fixed splitter gui was not updated in some cases. ...
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30 May

Post

Bugfixes

  • Fixed script could rotate inserters into diagonal directions. more
  • Fixed turret cooldown not accounting for StartingAttack phase length, making effective turret cooldowns longer. Fixes Railgun turret showing incorrect shooting speed. (...
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Comment

We have delisted 2.0.53 due to a failing consistency check, stay tuned for a 2.0.54 release.

Post

Bugfixes

  • Improved collection of asteroid chunks on space platforms with fluctuating speed. more
  • Fixed that you couldn't immediately clear the cursor if the inventory "hand" was on a filtered slot and you held a different item. Hand will now move to a new slot when swapping it. ...
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