Factorio Dev Tracker

Read this post on our website[www.factorio.com].
New Campaign Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next.
These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the perminance and unidirectional progression of Factorio. The perminance problem has already been solved using the new map expansion technique which is playable in the Introduction scenario. Over the last year we have been working on the bigger design task of unravelling the tech tree and breaking it into a set of choices for the player.
This task has been made all the more Interesting as the tech tree is also constantly getting tweaks and revisi... Read more
Changes
  • Admins ignore multiplayer map upload slot limit
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.
Bugfixes
  • Fixed that the server-settings.example.json had an additional comma at the end of the file. more[forums.factorio.com]
  • Filled in a missing fluid mixing check for miner. more[forums.factorio.com]
  • Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. more[forums.factorio.com]
  • Fixed upload slot queue blocking players from joining even if not all slots were filled.
  • Fixed a desync from rotation of an assembler with fluid energy source. more[forums.factorio.com]
  • Fixed a connection consistency problems of wire/circuit connections ghosts and undo. more[forums.factorio.com]
  • Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. more[forums.factorio.com]
  • Fixed text boxes would not res...
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Read this post on our website[factorio.com]
Rail building changes The problem with rail building is that it has too many states. It depends whether you start building the rail with shift, to use the ghost mode or not, and then it also matters whether you still hold shift, to ignore trees or not. Moving from manual building to ghost rail building means cancelling the whole rail building and starting it again with the correct modifier.
The problems were reaching the surface from time to time, and Twinsen even drew a nice little state diagram of the rail building system.
It kind of peaked with this[forums.factorio.com] bug report. After some time, it became clear that we should simplify it.
This is a nice example, where we can talk about change we just released (0.17.29) in a FFF.
From now on, instead of 3 modes (building manually, ghost building, ghost building + tree/rock removal), we have only 2 modes, where the ghost building without obstacle deconstruction is not available anymore. So it... Read more
Minor Features
  • Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.
Optimisations
  • Optimized alt-mode icon background rendering. more[forums.factorio.com]
Bugfixes
  • Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. more[forums.factorio.com]
  • Fixed that movement by keys or clicking on an alert didn't unsnap the currently followed train in the map. more[forums.factorio.com] more[forums.factorio.com]
  • Fixed that the game would crash when showing blueprint library tooltips. more[forums.factorio.com]
  • Fixed that the game would crash when showing a blueprint library tooltip in multiplayer when the blueprint/book was removed by another player.
  • Fixed alt-mode icon background for narrow icons was very subtle. more[forums.factorio.com]
  • (0.17.31) Fixed a crash ...
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Changes
  • Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
  • font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. more[forums.factorio.com] even more[forums.factorio.com]
  • Enter key will be shown as "ENTER" instead of "RETURN" on Windows and Linux. more[forums.factorio.com]
Minor Features
  • Added a shortcut for increasing/decreasing/resetting UI scale, mainly for debugging of proper automatic adjustment of UI, but people mig...
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Bugfixes
  • Fixed a crash when hovering over some inventory-like GUI elements.

Includes version 0.17.27 Bugfixes
  • Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more[forums.factorio.com]
  • Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
  • Fixed a crash when a mining drill is destroyed during the resource-depleted event.
  • Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
  • Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
  • Fixed crash when undoing manual removal of entity marked for deconstruction. more[forums.factorio.com]
  • Fixed that the technology GUI would show 100% researched for near-100% values. more[forums.factorio.com]
  • Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled.
  • Fixed that action bar link to blueprint in the inventor...
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Changes
  • Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.
Bugfixes
  • Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. more[forums.factorio.com]
  • Fixed that it was possible to rotate entities whilst the technology GUI was open. more[forums.factorio.com]
  • Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. more[forums.factorio.com]
  • Fixed that LuaSurface::get_closest() did not check the type of the second parameter. more[forums.factorio.com]
  • Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work. more[forums.factorio.com]
  • Fixed that script render objects sometimes did not render in screenshots.
  • Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients.
  • Fixed research queue and technology tooltip for long technology names. more[forums.factor...
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Read the blog on our website[www.factorio.com]
Hello,
we are still focusing most of our resources towards fixing as many bugs as possible so we have stable release in reasonable time. In the meantime, the preparation for the continuation of the work on the GUI rewrite is still happening:
Character GUI mockup The character screen is one of the most used GUI screens in the game, so we need to really try to do it right. We are moving towards the final version of the mockup, so we can start implementing it soon.
Crafting tab
Left frame
  • (1) Inventory: We just translated the previous okay mechanics to the new style so we don’t add nor remove any important function.
  • (2) Slots: Those are darker now in order to improve the contrast and readability of the icons.
Right frame
  • (3) Panel tabs: The regular system of tabs takes quite some extra space, so in order to keep a compact design we decided to use a new system for tabs attached to the panel itself. This is a measure we take due to the importance of ...
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Changes
  • The Mods GUI will now always include a link to the mod portal for the selected mod.
Bugfixes
  • Fixed roboport area rendering for players. more[forums.factorio.com]
  • Fixed a crash when trying to print invalid values through the Lua API. more[forums.factorio.com]
  • Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. more[forums.factorio.com]
  • Fixed that the technology GUI technology cost wouldn't show numbers > 2^32 correctly. more[forums.factorio.com]
  • Fixed that custom checkboxes didn't render correctly in some cases. more[forums.factorio.com]
  • Fixed opening nested items in items so the same item isn't opened multiple times. more[forums.factorio.com]
  • Fixed a crash when trying to filter standalone character ammo slots. more[forums.factorio.com]
  • Disallowed building train stops in intersections.
  • Fixed that cloning fluid turrets with fluid would crash the game.
  • Fixed that cloning transport belts could cr...
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Balancing
  • Changed god controller inventory size to be the same as the character inventory size.
Bugfixes
  • Fixed rendering of targeting range visualization for turrets with limited turn range. more[forums.factorio.com]
  • Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. more[forums.factorio.com]
  • Fixed that power poles would sometimes build automatically when they shouldn't. more[forums.factorio.com]
  • Fixed that editing map gen settings for the non-default surface using the map editor didn't work. more[forums.factorio.com]
  • Fixed that LuaSurface::spill_item_stack would ignore belts by default. more[forums.factorio.com]
  • Fixed that LuaEntity::set_request_slot() wouldn't allow filters with a count of 0. more[forums.factorio.com]
  • Fixed that copying assembler settings would copy direction as well. more[forums.factorio.com]
  • Fixed that automation and logistics technologies were marked as upgrades.
  • Fixed that non-upgrade technologies di...
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