Factorio Dev Tracker

hauvega

So 650 is the actual max limit then in the updater?

Something like that, we'll fix it for the next release (0.18).

You can try to only update half of them at a time

ReBootYourMind

Parallelization in Factorio? But the deterministic legends say it's impossible.

Was this benchmarked with less than 3 threads available to the game? Just asking for the ones that run the game on a potato.

If the PC doesn't have a reasonable number of threads, they run in serial like before

We support it, its $100 a year or so, so as long as 4 or 5 people buy it for Mac, it pays for itself.

Factorio logo patches Jitka

We would like to introduce our new fabric Factorio logo patches, which are now available at our e-shop. These sew-on embroidered patches are ideal for clothing, hats, backpacks, etc. The dimensions are 2.5 x 12 cm.

As we are uncertain how large the demand for these patches is going to be, we have only limited stock available at the moment.

Please note that our online store ships only once a week every Wednesday, and it is highly possible that the orders placed now will not be delivered before the 25th or December, this applies especially for orders shipped outside of Europe.

Sound design Ian

I have been brought on to Factorio to finish the sound for the game for version 1.0. It was felt that a sound designer was needed to work at the Prague office to help implement the sounds and improve the audio vision.

With a desire to make some quick wins, one of my first tasks was to add the sounds of the enemies footsteps, which we felt would really ...

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triffid_hunter

Specifically if there is no update happening, the content on screen would not change. Therefore it makes no sense to render more frames than updates.

I disagree, the UI gets super hard to use when UPS is poor because these are tied together.

There are numerous UI elements and interactions which have precisely zero effect on game state, which don't need to be slowed when UPS is poor.

Specifically, anything where the user expects graphical changes but hasn't selected a game-changing action yet; eg finding the correct spot for a blueprint, selecting items to hand-craft, moving windows around, naming entities, typing messages in chat, scrolling/zooming the map, etc.

Solving these problems might require a higher level of replication abstraction for multiplayer to work - no-one can see you selecting and moving a blueprint, they only see when you place it. so why is selecting/moving tied to UPS when those actions haven't affected gamestate yet?

Of course, placement needs to confirm against gamestate as another player may have placed a competing blueprint in the same area, and so the placement action must be tied to UPS.

No-one can see you opening your inventory and moving your mouse to select items to hand-craft - but starting the hand-craft needs confirmation against gamestate. Why is moving the mouse to select the thing or choosing the appropriate tab slowed down?

No-one can see where you've moved windows to. Why does that need to wait for a game update?

No-one can see you typing a new name for something - only the actual name change commit action needs to become part of game state.

No-one can see you in the process of typing a message in chat - only the sending of the message needs to be commuted to game state.

No-one can see what part of the map you're looking at or trying to look at, why should moving the view around the current game state's map require a game state update for each frame?

And when I say 'no-one', that includes the "game state server" in whatever form that takes in both single and multi player instances.

/u/klonan, what do you think?

We had some discussion internally before, about the idea of decoupling GUI frame rate from the uodate logic.

And it is still a nice idea, but priorities are as they are, and UPS problems realistically only affect a small number of players

And the in-game recipe is loosely base on the Bergius process.

My guess is that you haven't installed the graphics drivers.

Water animation - Concept Albert

Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs, trees, decals, and constantly improving the map generation for a better feeling.

But apart from biters and the factory, nothing else moves in this Factorio planet. So the environment is nice looking but it feels somehow unreal due this lack of motion.

Today we proudly present the first experiment in this area: Animated water. This animation doesn't try to grab your attention, it's just there. Slowly moving. I personally bet that this animation, with the proper sound design, will provide the natural feeling that the planet needs.

Webm/Mp4 playback not supported on your device.

Water animation - ...

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shinarit

Can you do the rail system next? I have a large-ish rail network (large in size, not in complexity), and when I deconstruct some chunk of it, the UPS tanks like crazy. I get that there are probably a ton of precomputed data which need to be updated, but the same thing happens when I deconstruct rail segments that are not connected to the big network at all.

I am sure if you send Rseding a save file he will take a look

STSchif

Awesome work! Is the particle system rework released already, or will it be delayed to 0.18?

It will be for 0.18

The_Countess

Since they basically dont effect anything in the main game loop, and now have their own chuck of memory, can updating them go on a separate thread, or would the overhead not be worth the savings in CPU?

They can effect the main game loop, as they can create effects, smoke, other entities, and anything else that is possible through the 'Trigger system'.

I.E. they are not visual only.

Muppet9010

Hopefully on very high biter MP maps we will no longer be forced to turn off blood via a mod :)

As the extra load will be low enough players can absorb it without hitting jumps.

That is the goal :)

Release plans Klonan

This week we released version 0.17.79, and marked it stable. Internally we have been calling this 'Stable 3', and the main feature was the new tooltips we showed in FFF-318.

There is one constraint we put on ourselves when we started this more swift feature release schedule: We want to avoid breaking mods. This is easy enough in principle, don't start renaming things, don't remove API features, etc. However as we develop further, there are certain features and improvements that we can't realistically do in a way that won't break mods, such as the new Character GUI (FFF-289), and color correction (FFF-320).

It is for this reason that we are going to accumulate some of these mod breaking changes, and release them all at once. Since it will definitely be breaking mods, we will bump the major version number, so it will be 0.18.0.

We have already internally started merging in these 0.18 features into our master branch, so we will not be doing any more 0.17 r...

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Explanation in FFF that KatherineOfSky mentioned: https://www.factorio.com/blog/post/fff-158
It is unfortunate we decided to drop the 32bit support just few months after releasing the game on Steam. It would not be reasonable to prevent access to the product people payed for, so we can't mark the game as 64bit only now. Doing that would make Steam Client update everyone to 64bit build of the game, and would prevent people from even installing the game on 32bit OS in the future.
If you bought the game recently and have only 32bit OS, you should request refund. Read more
Mason9468

I didn't see a Scenarios folder in roaming, but I found the one in Steam and deleted it. I verified the files, so it redownloaded the files, but I'm still having the issue. I also uninstalled the game through steam and reinstalled and still have the problem.

Can you send me your save game? I think you will need to clear the control.lua from inside of it