Factorio Dev Tracker

TheWhoAreYouPerson

I wonder if they're going add support for my Corsair k70's RGB 🤔

We were in talks with Corsair about adding their RGB support to the game.

However due to the way their software works (which is different to Razer and Logitech), it was much more difficult to add their RGB to the game, so we decided not to do it.

ForceVerte

It looks like the completion bar hasn't been fixed on the new design. Is it an oversight?

Theres actually a secret hidden meaning behind it that nobody has figured out yet.

You can convert your save game to a scenario, and then start that scenario with replay enabled.

Meta_Boy

piggybacking off this, I'm not sure I understand: Will "Stable 2" and "Stable 3" be the main non-beta branch Steam uses, or will we have to opt into experimental versions at first, and it's just an internal name?

When the current release is deemed stable (probably this Monday), it will be pushed to all players. We are calling this 'Stable 2', since it is the 2nd stable version.

The 'Stable 3' (with the tooltips etc.) will be released as experimental (in a few weeks or so), so you will need to opt-in to get the update, as with all experimentals. Then once we fix all the bugs, we will mark it stable, and it will be pushed to all players.

Bugfixes

  • Fixed crafter would not reconnect heat energy source after rotate in some cases. more
  • Fixed a crash when adding science pack types to labs. more
  • Fixed a crash related to text boxes and clearing them with selected text. more

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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Graphics

  • Extended transport belt sprites a little bit to avoid rendering glitches at some zoom levels.

Bugfixes

  • Added missing max_work_done_per_tick in map-settings.example.json. more
  • Fixed that accumulator settings could not be copy-pasted. more
  • Fixed that generators could rotate and render incorrectly. more
  • Fixed bad quest GUI in NPE. more
  • Fixed a crash related to the map editor "recipe locked" setting for assembling machines. more
  • Fixed that Military science pack was sorted after Chemical science pack in the Lab GUI.
  • Fixed low quality texture compression would create major artifacts on some sprites. more
  • Fixed a crash when reading storage_filter on infinity chests. more
  • Fixed a crash when reading LuaEntity::tree_stage_index_max in some cases. more
  • Changed blueprinting selection previews to include both tile ghosts and tiles when only tile ghost entities are being selected. more
  • Fixed a crash that could happen when path_resolution_modifier was set to very low values. more

Mo...

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Skorpychan

Another day, another bugfix patch?

We wanted to get this fix out before the weekend, so we can (hopefully) mark the release stable next week.

UberShrew

So out of curiosity how far away are we thinking .18 is? My buddy and I played a lot in .16 I believe but didn’t hop on the .17 train right away due to burnout. I’ve been feeling the itch to play again and didn’t know if I should just do it or wait a bit.

0.18 won't be coming for a long time still, 6 months minimum.

Right now we are doing further releases of 0.17, with new GUIs, optimizations (such as the pathfinding), and other things.

We are only just at the start of this process, and I expect it to last several months.

So saying all this, if you want to play, I would suggest playing on 0.17 stable.

hapes

I don't do game dev, and I don't do threading (it's all webapp stuff). So, maybe I don't understand something.

One solution that involves threads that I can think of would go something like this (vaguely C#-like syntax):

class biter {

Path path = new Path(currentLoc, targetLoc)

Position currentPosition = new Position(x,y)

private void move() {

if (path != null) {

// Move to first node in path

// delete first node in path

}

}

public class Path {

public Path(Position current, Position target) {

// Create a thread to generate the path

}

}

The biters won't move until the path is generated, and the path will generate on another thread (and theoretically another core). That seems like it might give some optimization.

Of course, there may be (and probably is) some other reason why you can't do this, but since I don't know the codebase, and I'm not a game developer, I'm not aware of what that reason is.

Putting work across more threads isn't really an optimization, and comes with its own massive constraints and difficulties.

We always prefer to look at single thread optimizations and solutions before considering multi-threading, just like we have done with the pathfinding in this case.

The advantage has a few aspects:

  1. It is a much more flexible domain to work within, we can implement novel and effective solutions that wouldn't be easily possible with a threaded solution.

  2. It benefits not only those with lots of spare cores, but all players. This is also a big benefit to budget server runners, where they may only be allocated 1 or 2 cores of a VPS.

  3. If we ever do end up threading the solution, then the single-thread optimizations are then multiplied.

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OrchidAlloy

I'm excited to see the blood particle optimization and the gray-blue science order in crafting :)

The grey-blue ordering was almost in the release, but we realized there is a problem with just changing the order.

If we just change the order, any labs with science packs already will basically break, as the slots will not be filtered correctly, so for instance, inserters would try to insert more blue, but there is already grey in the blue slot (from before the change).

So we need to write a migration, and something generic I guess, as any mods could come along at any time and change the ordering on us. Its on our TODO list.

ElVuelteroLoco

Two FFFs since i uploaded my Bobs Angels Madclowns Pyanodons +30 science packs Extreme MomoTweak Timelapse.. If i didn't made it to a FFF with that video i guess i never will.. It was my dream.. to being spotlighted by the devs of my favourtite game in their weakly blog. This guy uploads this video 3 days ago a gets to the FFF.. guess mine wasn't anything special, the biggest factory ever, with 1.1 millon bots and +800 trains.. rip dreams

I'm sorry we let you down

Bugfixes

  • Fixed another biter-related crash. more

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

IdoNisso

I might have missed this point, but is this pathfinding algo running for each biter individually? Is it possible to group a bunch of biters coming from the same chunk and give them all the same route (with minor random variations) to improve the performance further?

The biters are typically put into unit groups, and the group pathfinds while the biters just follow the group

Wargon2015

This is the first actually annoying bug that I've seen in a long time and you guys already have a plan hours after it was reported.
This is amazing.

Its not really a bug, just the way the engine works.

The blood particles are entities, and the dying animation creates a lot of them: https://gfycat.com/DeficientSadChimpanzee

In the engine, any entity search needs to iterated through all entities on the 'Advanced tile', which is 2x2 tiles.

The fire needs to check each tick (or every few ticks) to see what to damage... so it iterated through all the entities (including thousands of particles).

The biter pathing/collisions needs to iterate through all the entities as they walk through the fire.

So the result is the iteration takes a very long time, because there a bajilions of them: https://i.imgur.com/EXwijrK.jpg

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We are aware of the problem with flamethrower turrets and UPS drops, it is to do with the blood particles (which are entities).

We have a plan, and the results are already very promising.

darthn3ss

Should I be seeing this in steam? I haven't seen .70 or .71 so far.

Its still in experimental, so unless you opt-in you won't get the update.

Saying that, we will probably mark it stable relatively soon, so nothing to worry about.