Factorio Dev Tracker

Silari82

Problem with using Space Exploration is that Earendel marks any kind of teleportation mod as conflicting. Even if it's not in the conflict list, there's code to stop the game from loading if any mod has 'teleport' in the name.

There is one exception to that check: https://mods.factorio.com/mod/Teleporters

Balancing

  • Wave defense difficulty will scale with online player count.
  • Wave defense hard difficulty will give 50% less bounty on each kill.

Sounds

  • New sound for small explosion.
  • Combat robots now have their own explosion sound.
  • Shotgun has more variety so it sounds less repetitive.
  • Vehicle impacting wooden objects (e.g chests) now sounds subtly different to crashing into trees.
  • A few minor volume level changes including lowering the offshore pump and electric furnace.

Bugfixes

  • Fixed a crash when saving fails due to mod issues. more
  • Fixed a crash that would happen when the player entered a vehicle when some biters were aggroed at them. more
  • Fixed that cargo wagons built while a train is moving didn't animate the doors correctly. more
  • Fixed an error when using modded night vision defined in zip files. more
  • Fixed a performance issue with assembling machine result slot tooltips. more
  • Fixed that items marked with the mod-openable flag couldn't be opened from the quickbar in some ...
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Graphics

  • Applied LUT color correction to new explosions.

Sounds

  • Transport belts - high frequencies reduced.
  • Train - pitch scaling reduced and sound levels remixed (Work in Progress).
  • Inserters lowered in level slightly (Work in Progress).
  • Compilatron muted as it was too annoying.
  • Removed scrollbar GUI click sound.

Changes

  • Overwriting a save file will show a confirmation if the selected save has more playtime on it than what you are about to save. more

Bugfixes

  • Fixed tile rendering would break at extremely low zoom. more
  • Fixed dragging train schedules in the train GUI. more
  • Fixed a crash when migrating loader entities in blueprints. more
  • Fixed fast entity split to burner inserters. more
  • Fixed that the pump could never reach its pumping speed of 12000/s. (https://forums.factorio.com/67037) more
  • Fixed logistic and combat robots were missing dying explosion effect.
  • Fixed migration of 1x1 loaders from pre-0.18 saves. It still might result in loss of items on transport lines t...
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Are you on the latest version of the mod? please report it on the mod page

Graphics

  • Improved map colors by adding specific colors to beacons, pipes, heat pipes, roboports and steam engines.

Sounds

  • New or updated sound effects include:
  • Pump, pumpjack, boiler, heat pipe, offshore pump, substation.
  • Logistic and construction robots, roboport.
  • Train.
  • Rocket takeoff sequence.
  • Car and tank (pitch scaling adjusted to sound more natural).
  • All transport belts, splitters, inserters, assembling machines, power switch.
  • Added some UI sounds that were missing.
  • Shotgun, small explosions.
  • Entity destroyed alert.
  • New sound tech includes:
  • Listener position set to centre of screen by default. This will allow you to hear what you see even when in map mode.
  • The ability to turn off the Doppler effect in Lua, used for the Substation so far.
  • environment-audible-distance setting increased to 30 so you can hear entities a bit further away.
  • zoom-volume-coefficient changed so you can hear more of the world when you zoom out. This will help with combat and give a greater sense of t...
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Remake12

It does not from the description.

https://mods.factorio.com/mod/MIRV

There is a technology to unlock the MIRV item

PatrickBaitman

There is literally a widely used standard for versioning designed precisely with dependencies in mind

https://semver.org

Oh well would you look at that:

Major version zero (0.y.z) is for initial development. Anything MAY change at any time. The public API SHOULD NOT be considered stable.

ubekame

Maybe I missunderstood it, but from reading the FFF I got the impression you would introduce major API changes (for example due to GUI changes) in going from 0.18.23 to 0.18.24, as a made up example. Is this not so?

I know it's tricky to make everyone happy, but such big changes should really be more than a minor patch number increase.

It would not be 'major', it would be things like:

  • removing the logistic slot technologies
  • removing API methods related to reading and setting the slot count
  • removing old GUI styles
  • changing some GUI style definitions
ubekame

Why not simply make a 0.19, 0.20, 0.21 etc then? I don't see why you have to go from 0.18 to 1.0 in one go.

Then all mod authors will need to update all their mods all the time, rather than a few mod authors having to update on the rare occasion that during the experimental release of our unfinished game a piece of the game data or API has changed to make their mod not load.

sedontane

With this in mind, it wouldn't make sense to mark 0.18 stable before most of the above is finished. We made 0.18 a major version because it will break mods with all the changes we are making, and while initially it hasn't broken that much, many things to come will have a bigger impact, such as the Character GUI.

As a software developer and game programmer myself, surely this is the antithesis of the version system

1.2.3

1) most major of content changes, Will quite certainly break derivative works
2) Major content changes, including new content, will quite often require refactoring of derivative works
3) Bug fixes, content balancing, derivative works safe

I suppose I am somewhat prone to forgetting that factorio isn't at "version 18" but actually "0.18", but would still expect mod breaking changes to tend to get restricted to level 2 changes, where not absolutely necessary.

That said Unreal Engines build pipleine complains at me every time I compile that my SDK version is (numbers just for example) 1.2.3.0041 and it wanted 1.2.3.0001

Unfortunately the ideals of our versioning system don't always align with the practicalities of shipping a game.

Changes

  • Train stop at train's starting segment exit is no longer counted into penalty. more
  • Inventory transfers mini-tutorial has been updated to feature the quickbar.
  • Split the map editor sub-menu into more options so it's more clear when scenarios are copied and when they are edited directly.

Bugfixes

  • Fixed replay gui covering tooltips. more
  • Fixed tooltips in statistics window not showing force modifiers. more
  • Fixed electric mining drill was missing dying explosion. more
  • Fixed when using OpenGL backed turret range overlay was rendered incorrectly when zoomed in. more
  • Fixed a crash when using script.get_event_order during control.lua init. more
  • Fixed that LuaForce::reset_technology_effects() could change the enabled/visible when disabled state. more
  • Fixed wrong lua docs about what event(s) could be filtered. more
  • Fixed a wrong error message related to multiplayer and migration scripts. more
  • Fixed crash when rail with temporary train stop is removed. more
  • Fixed crash if you atte...
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SKULLL_KRUSHER

Sorry. I'm new to this mod. How exactly do you get nukes like that? Is it the vanilla nuke recipe? Or is there a separate recipe? Thanks!

There is a separate recipe for the M.I.R.V item, you put that in a rocket

opencg

Lol. The file sizes we are talking about would be tiny. Honestly this pixel shader load could be run by cards that came out 14 years ago. And if you really cant run it toggling it would be a simple solution. This wouldn't be some crazy complex programming. This is a technique that was simple when it came out a LONG time ago.

The only real cost would be making the normalmaps in the first place as they would need to be generated and touched up for every object.

But as for the matter you and everyone else is talking about. Performance... I'm afraid that anyone who thinks this would be a performance related issue simply doesn't actually understand how this technique works in the code and hardware.

Having normal maps for all sprites would not be tiny

opencg

Factorio is always a cpu bottleneck. Most modern gpus would have tons of pixel shader headroom to handle this. You would get basically the same fps.

And all our players on laptops and older hardware would struggle with choppy gameplay, or not even be able to load at all depending on the VRAM requirement increases.

Luddveeg

wait, 0.18 is out?

Oh yea

yoriaiko

Sorry, but looks like simply reskined of https://mods.factorio.com/mod/Orbital%20Ion%20Cannon or https://forums.factorio.com/viewtopic.php?f=93&t=17910, even similar CnC effects

Probably some code stuff were improved, can be more balanced than anything from before, better scripted... effect looks very similar

It shares no code or logic from LOIC, and they work in fundamentally different ways.

Link to mod: https://mods.factorio.com/mod/MIRV

It used to be a little clunky to call down the nukes, so now it uses the artillery remote logic (which didn't exist 2 years ago when I first made the mod).

You can toggle the auto-target in the mod settings, along with whether to make pollution when it explodes or not (looks nice on the map too).

Internally now it uses a 'script trigger effect' which I added, which lets mods know when specific triggers happen, such as an artillery turret shooting at a nest.

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