Factorio Dev Tracker

Minor Features

  • Equipment grid GUIs have improved click-and-drag support. In addition to installing equipment, you can now click and drag to pick up, transfer, and fast-replace equipment.

Changes

  • Improve relative vehicle driving with gamepad in multiplayer, especially when shooting.
  • Included priority and train limit of train stop into blueprint parametrisation.
  • Changed pipette to always select normal quality items when pipetting a tile. more
  • Changed the blueprint parametrisation logic related to quality. Before, whenever anything other than normal quality was used with parameters, the quality was always taken from the blueprint, and only the core id was parametrised. Now, this only happens when more than 1 quality with the same id is present instead.
  • All parameters can potentially generate the stack size, crafting time, rocket capacity and ingredient count as long as they are mapped to id which is a recipe.
  • When the blueprint is being parametrised and "Show all items in selection...
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Minor Features

  • Items manually inserted or removed from space platform dump inventory will always reset drop cooldown to two seconds. This should make manual interactions more responsive and intuitive. more
  • Added filter support to burner fuel inventories.
  • Tall tooltips when attached to the right side of the screen can be scrolled (by default shift + scroll).

Changes

  • Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.
  • The "Tags" map overlay setting now also toggles display panel tags. more
  • Decider combinator condition which contains parameter evaluated to nothing (non-existent ingredient) when building blueprint is deleted instead of kept empty. more
  • Lowered volume of cargo wagon and beacon open/close GUI sounds. more
  • Cargo landing pad does not draw inventory contents in alt mode.

Gui

  • Added equipment grid button to locomotive ...
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Minor Features

  • Added support for volume and speed activity matching for persistent working sounds.
  • The swap-players command can now handle basic remote view and players in space platform hubs.

Graphics

  • Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. more

Balancing

  • Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
  • Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.

Bugfixes

  • Fixed a desync related to demolishers. more
  • Fixed total raw item icons clipping out of the recipe tooltip. more
  • Fixed unlimited building reach when train GUI was open from character view. more
  • Fixed vehicles with portable roboports not being able to insert/remove equipment from themselves. more
  • Fixed a potential stutter when stopping a variable music track. more
  • Fixed variable music track intermezzo not being played correctly for subsequent tracks.
  • Fixed the collision an...
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Minor Features

  • Added additional information to Landing pad, Platform Hub and Cargo bay in factoriopedia. more

Graphics

  • Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).

Bugfixes

  • Fixed equipment grid ghost interaction for entities that move in some cases. more
  • Fixed a crash when named logistic sections are removed when entities are removed due to mod removal. more
  • Fixed that finite infinite levels would show wrong in the technology GUI in some cases. more
  • Fixed that display panel text wasn't parametrisable by blueprint parametrisation. more
  • Fixed that switching to remote view while shooting would keep shooting. more
  • Fixed consistency issue related to downgrading blueprints that contain assemblers that when downgraded can no longer craft the recipe. more
  • Fixed trains station tutorial would crash when adding a schedule record. more
  • Fixed that space ...
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Zaflis

If you're seeing people talk about them messing with performance, that's an old bug that was fixed ages ago.

What? As far as i know, roundabouts are still horrible for UPS compared to usual 4-way intersections.

When people do roundabouts it's majority of the time for cityblocks, and that's where the UPS concern is the biggest because it's repeated in so many times.

(I guess with "performance" you meant throughput, but UPS is still more important than that in my opinion. I don't remember when i last saw any train waiting its turn at an entrance to any intersection.)

There isn't a significant UPS difference between rail systems with and without loops.

The main factor that affects train pathfinding cost is how direct a path there is from the train to the destination. Loops don't really influence that.

SkyCrafter2000

Is it possible to make a mod for it?

Not possible

We were in contact with Corsair about it, and we got their SDK and API docs.

But the way they do their RGB system is just completely different to Razer and Logitech, there was not a clean way to integrate it, and we would have to ship with their DLLs in all our packages.

So we decided not to go ahead with it.

Graphics

  • New electric mining drill graphics.
  • Tweaked electric mining drill icon to be a bit more colorful.

Minor Features

  • Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents.
  • Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players.
  • The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically.

Bugfixes

  • Fixed crash when merging force that contained unit groups. more
  • Fixed character preview being empty when the character is in a vehicle.
  • Fixed script error when trying to load old PvP save games. more
  • Fixed setting vehicle driver/passenger to an offline player would crash the game. more
  • Fixed 4th parameter of noise.terrace function was parsed as literal number but was used as noise program register index. more
  • Fixed an issue with modded entities having an electric output flow limit of 0. more
  • Fixed that furnace recipe...
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Its a sandbox game, we give as as many tools as we can for players to create their own challenges.

There a many reasons a player might want to disable a specific resource, and maybe many others we don't even know about, and of course mods can multiply the reasons.

The question here is less why, more, why not? We don't want to tell players how the game should be played.

Graphics

  • Improved 8px versions of circuits so they look better on belts when zooming out.
  • Improved 8px versions of inserters so they retain their color better.
  • Tweaked Steel plate and Plastic bar icons to improve contrast between them.

Changes

  • Constant combinator and infinity chest filters can now be confirmed using Enter. more

Bugfixes

  • Made grey virtual signal a bit darker to have more contrast with white virtual signal. more
  • Fixed building entity seemingly colliding with rolling stock ghost would delete the ghost. more
  • Fixed Tutorial campaign level 05 had non-translated train stop names. more
  • Fixed tiny maps hanging in PvP. more
  • Fixed Wave defense bonuses being lost when technology effects were reset. more
  • Fixed progression block in Tutorial level 01 if you don't close the furnace GUI while smelting the iron plate. more
  • Fixed redundant title in modded Container gui. more
  • Fixed changelog gui not reacting properly to window resize. more
  • Fixed premature goal completed notific...
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Graphics

  • Reworked Engine unit icon.
  • Tweaked the color of Sulfur icon.

Changes

  • Updates to mini-tutorials.
  • New descriptions for mini-tutorial list.

Features

  • Added support to manually set several paths through the config.ini [path] file. 'saves', 'scenarios', 'mods', 'archive', and 'script-output'

Bugfixes

  • Fixed choose-elem-button filters not being respected when clicking the button with an item in hand.

Scripting

  • Added LuaEntityPrototype::grid_prototype read.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Can you share a save game? Are you using any mods?

Gui

  • Minor visual changes and fixes to achievement and tutorial related guis.

Bugfixes

  • Fixed that changing script areas and positions through the map editor in multiplayer as the client didn't work correctly. more
  • Fixed a crash when clearing logistic requests. more
  • Fixed some styles being defined twice in style.lua. more
  • Fixed follower robot count alert not showing correctly. more
  • Fixed container gui not showing logistics filters properly in large containers. more
  • Fixed wrong open/close sound for chemical plant. more

Modding

  • Added support to play a sound when opening dropdowns through opened_sound.
  • Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side.
  • Improved save/load performance of mod script data.

Scripting

  • Lua functions are now explicitly disallowed in the script 'global' table.
  • Added LuaSurface::generate_with_lab_tiles read/write
  • Added LuaEntity::mine().

Use the automatic updater if you can (check experimental updates in oth...

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Graphics

  • New high resolution icons for all items.
  • New sprites for some equipment grid items.

Gui

  • Logistic chests have a different layout.
  • Visual improvements to the equipment grid.
  • Minor visual improvements to most of the game GUIs.
  • Minor layout changes to GUI of Combinators, Programmable speaker, Circuit and logistic connection windows, Rocket silo.
  • Added a close button to most game windows.

Sounds

  • New sounds for GUI interactions.
  • New sounds for game interactions, such as pipette, rotate entity, build ghost, mine ghost, switching gun.
  • Updating working sounds for many entities, such as substation, roboport, combinator.
  • New working sound for rocket silo.
  • New sound for night vision equipment, discharge defense equipment.
  • New tile build sounds for landfill, concrete, stone bricks and refined concrete.

Changes

  • Increased logistic filter count for requester and buffer chests from 12 to 30.

Scripting

  • Changed script.raise_event() to only allow mod-created events and specific...
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You can set up something like this using the PvP scenario

Changes

  • Crafting machines will now refund item ingredients when crafting is cancelled before finishing.
  • Disallowed saving over autosave files or making saves that begin with '_autosave'.

Bugfixes

  • Fix tutorial description only mentioning 3 levels instead of the full 5. more

Modding

  • Changed default value of return_ingredients_on_change property of furnaces, assembling machines and rocket silo to 'true'.
  • Added script_raised_set_tiles.
  • Added by_player to LuaEntity::copy_settings()
  • Added by_player to LuaEquipmentGrid::take, take_all, clear, and put.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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