Factorio Dev Tracker

smurphy1

Are there any plans to add them in as vanilla entities?

nope

Loraash

Ah, OK. Is the prototype staying though for mods in 1.0?

Sure, the prototypes will stay, they are super useful debug entities for us, as well as mods etc.

Loraash

switching the loaders to stack inserters

wait, what?

Team production would use loaders to input and output items to the player areas. However they don't have proper graphics, so I switched them to be stack inserters

Shadowhenge

I've never been permitted to register on their forum. No clue why. I register and never get the confirmation email, not even in my spam and junk folders. I stopped bothering after the third attempt. If they can't be bothered having a working forum (or responding to the email I sent about it) then I can't be bothered to report where they expect me to. If they read this, fine... if not... oh well.

or responding to the email I sent about it

I reply to all emails, I don't see any from you about the forum registration, and if you do email I can manually activate your forum account.

credomane

Removed core lualib util.encode() and util.decode()

Why was this done out of curiosity? Also was the PVP scenario updated to not use them anymore? Last I knew it made use of these two functions.

There is the new game.encode_string() andgame.decode_string(), which replaced their functionality

Bugfixes

  • Fixed that setting infinity filters through script didn't update the GUI. more
  • Fixed that dedicated server authentication didn't work when using the token option. 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.

Graphics

  • New visuals for poison capsule effect.
  • New dying effect and remnants for flying robots.

Sounds

  • Entity destroyed alert - Sound softened and lowered in volume.
  • Weapon sounds (WIP) - new Pistol, Submachine gun, Gun turret, Laser turret.
  • Logistic chests open sound (WIP).
  • Poison capsule cloud (WIP).

Bugfixes

  • Fixed that reordering heat buffers during the same tick a different heat buffer was built would leave the heat buffer state corrupted. more
  • Fixed that entity sounds with probabilities would loop forever once they started playing. more
  • Fixed rocket silo tooltip did not include contents of the rocket result inventory. more
  • Fixed that styles were applied to wrong slot in a filtered train view. more
  • Fixed that server authentication would fail if both the token and username and password were provided. more
  • Fixed that changing inserter pickup/dropoff through mods didn't work correctly. more
  • Fixed that combat robots had their fire resistance overwritten. more
  • Fixed that rol...
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Ryzen 7 3800X 8-core, CL 16-16-16-36 3600MHz, Base clock 4.2 GHz

stevetrovs_10K_mega_belt_base.zip

  • Performed 1000 updates in 12077.453 ms
  • avg: 12.077 ms, min: 11.287 ms, max: 28.803 ms

Hi,

internet seems to claim that Ryzen 5 3600 is the bestest most CPU-est single-thread furnace at the moment, is there anybody who has Ryzen 5 3600 (I'm looking at CL14-14-14-34 3200MHz memory specifically)?

I've found https://www.reddit.com/r/factorio/comments/ccy927/update_ryzen_3000_memory_speed_benchmarks/ for the Ryzen memory test.

However, the 8700K is capped at 4.2GHz in that test, but on full blast u/madpavel seems to have went even further... https://www.reddit.com/r/factorio/comments/bdkrwz/10k_spm_belt_megabase_benchmarked_83ups_with_way/el01szt?utm_source=share&utm_medium=web2x

I've got a 9900K (I run it at 4.7GHz) at work with CL17 4266MHz (BTW I only got a few UPS compared to CL15 3000MHz) and it performs just ridiculously well (though surprisingly a little worse than madpavel's OC insano-rig). I'm considering buying the Ryzen for home to save them $$$, but it seems to me like the Ryzen single-thread benchmarks aren't everything.

Also 0.18 optimized some things so ...

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Schump97

One improvement I would like is high resolution icons throughout; some of them now look a bit 'basic' for a 'complete' game.

(The fact that this is my biggest gripe shows how polished the game is).

HR Icons is on the TODO for 1.0 :)

Jubei_

The new poison cloud looks really nice!

Now if you can apply the same love to the fugly beacons, we can call it 1.0 and move on. :P

We are applying love to the beacons, but they need a lot of it, and they are very important to us, so we are really taking our time with them.

jordanb716

I noticed the robot death animations have velocity, will they inherit the robots velocity if it's moving? Would look pretty odd if they died and suddenly went the opposite direction lol.

nope, death particle velocity is not affected by the speed of the robot

Aurunemaru

It's just me or the fight robots should kinda shutdown like its batteries ran out (then crashing in the ground) instead of exploding like they were destroyed by attacks?

In the gif they were killed by damage, so they explode and die catastrophically.

When expiring there is no explosion and they fall more calmly.

Bugfixes

  • Fixed infinite loop in renderer when trying to render water reflections created by off-screen entities under some circumstances. 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.

airfighter001

Scrolling on the map view of steam turbines or nuclear reactors seems to crash the game in this version. Don't know which of the two yet.

/edit: Crash also happens when zooming on a furnace-array, so might be something to do with the particles or clouds of those buildings.

Also found a crash case when opening a blueprint, working on reproducing it rn.

whoops, hotfix incoming

Bugfixes

  • Fixed a crash related to multiple blocks reserved for different trains but later merged by placing a rail. more
  • Fixed that construction robots were missing their working animation. more
  • Fixed circuit network debug visualization text overlap. more
  • Fixed the circuit network tooltip backgrounds didn't highlight correctly. more
  • Fixed that script.active_mods wouldn't be accurate when loading save files in some cases. more
  • Fixed that the sync-mods-with-save feature would try to download mods it didn't need to in some cases. more
  • Fixed that trains pathfinder could create non contiguous path in case of single segment cycle with a junction. more
  • Fixed possible crash when units were attacking rails with train on them. more
  • Fixed pump would consume energy and play animation when it tried to transfer very small amount of fluid but failed to do so. more
  • Fixed creating fire entity by trigger effect invoked by a particle would crash the game.
  • Fixed overriding LuaSurface::brightness_visual...
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trixie_mcpixie

I think it would be cool if there were mining robots you could research. They would not by flying robots, would work within a ground range of a robo port, deposit into the logistics network, and need to recharge in a similar way to flying robots.

The pros would be very little pollution (equivalent to hand mining) and very little infrastructure (no belts, power poles, miner machines, etc.. just a robo port).

The cons would be that they can't increase productivity in the same way that mining productivity improves the electric miners, and speed could only be increased with worker robot speed / cargo size.

They would be useful for midgame outposts, allowing for simple setup and giving off little pollution, but later game the regular miners would be favoured again.

Like these guys: https://mods.factorio.com/mod/Mining_Drones

Thanks for the feedback, I will take a look at the scenario again before 1.0, so this post is quite useful