Factorio Dev Tracker

The Character GUI Twinsen

It was 11 months ago when we first mentioned the new Character GUI, in FFF-289. After all that time, it's finally getting ready. Since you can expect to see it released sometime in the next 1 or 2 weeks, we would like to present a quick recap of the features and changes, and some real in-game screenshots.

The Character window is now split into 3 tabs. Logisitcs and auto-trash were moved from the central frame into a tab and a new tab called Character was added. Using inventory/stack transfers in the player inventory will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.

Mp4 playback not supported on your device.

Logistics and auto trash are now merged into 1 panel. Using a double slider you can set an interval. If you have less than the first value, robots will bring more, if you have more than the second value, extra items will be auto-trashed and taken away by the robo...

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Bugfixes

  • Fixed that some Lua events related to inventories would always report invalid. 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

  • Fixed player character shadow didn't animate in idle state when not facing north.

Bugfixes

  • Fixed that LuaEntity::splitter_filter would reject a LuaItemPrototype. more
  • Fixed smart entity collision mode in tile editor did not work with offshore pump. more
  • Fixed that modded shortcuts that spawned items not visible in the blueprint library didn't work. more
  • Fixed that technology tooltips didn't show debug tooltip data the same as other tooltips. more
  • Fixed that crafting machines would report as supporting backer names through the Lua API. more
  • Fixed that un-researched recipes couldn't be used while in the map editor. more
  • Fixed that the removed-content GUI didn't include some translations. more
  • Fixed a desync related to invalid rail signal requested to be closed by circuit network. more

Modding

  • Added InserterPrototype::chases_belt_items. more

Scripting

  • Added LuaEntityPrototype::inserter_chases_belt_items read.
  • Added surface to the selected-area events.
  • Changed LuaSu...
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We don't want people downloading and playing old buggy experimental releases.

We only keep up stable versions in the long term.

justarandomgeek

I think they like my buttons

Edit: Oh, they're pointing out a typo on one of them... I guess I get to make a third tiny update in a row...

Ah right :)

Villfuk02

Increment verion

u hwhat

Statistics GUI Klonan, Oxyd

The statistics GUI (electric network stats, production stats, etc.) is one of the GUIs that has been in the game for a very long time, and has had its functionality fleshed out reasonably over the years. It was not long ago when Twinsen added hovering and highlighting to the graphs.

Given that, and the relatively short timeframe for 1.0 release, the update of the statistics GUI has really just been a style update, no new features or heavy logic rewriting. Oxyd has most of the work done, so we are happy to show some real in-game screenshots of how it looks:

A notable change with the electric stats is that the Satisfaction/Production/Accumulator charge are next to each other in a single row, as opposed to each in a separate row. The label for the exact amount has also been moved to inside of the progress bar, which itself is much thicker.

The production stats are pretty much the same functionality wise. One new button you might spot is ...

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Graphics

  • New offshore pump graphics.

Changes

  • Removed the sound effect from the console-only electric-energy-interface.
  • Item localised name takes priority over place-result localised name when showing item's tooltip. more
  • Offshore pump is now buildable on ground tile adjacent to water instead of water tile adjacent to ground.

Bugfixes

  • Fixed that the map generator GUI didn't reset to the correct defaults when changing presets. more
  • Fixed blueprint window sizing for wide blueprints.
  • Fixed some cases of not considering dark background icon when drawing alt mode overlay. more
  • Fixed that burner generator idle_animation and animation could have different frame counts.
  • Fixed icons with overlays were drawn incorrectly when used in sprite widget. more
  • Fixed crash when loading map after removing fluid recipes with indexes. more
  • Fixed spitters would not break from attacking an obstacle when the obstacle moved away. more

Modding

  • Added Instrument Mode to support mod development tools....
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Offshore pump redesign V453000, Albert

As one of the last entities which do not have high resolution graphics, the time has come for the offshore pump.

The offshore pump is practically a 1-tile entity, but they must have a 1 tile gap between each other. It is also the only entity placed on a water tile at the moment.

When we changed the way how terrain to water transitions work, we moved the offshore pump to be placed on the water tile. This can result in the pump drawing over terrain in ugly ways.


With the redesign, we took the oppourtunity to move the offshore back onto land, and additionally the pump checks a 2x3 tile water area in order to be buildable.


The new placement rules only applies to newly built pumps. Offshore pumps on existing maps will keep functioning, they’ll just be shifted out from the shore.

There is no blue colour for water integration at the tip of the offshore pump, so the offshore pump will look correct even with...

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Yea

Features

Changes

  • Changed Team production team joining system and cleaned up the map sets.
  • Changed Wave defense bounty system and refactored unit spawning logic.
  • Changed fire sticker to deal damage only once per 10 ticks.

Graphics

  • Added big scorch mark which is now used by atomic rocket and nuclear reactor meltdown.

Bugfixes

  • Fixed that fluid energy source effectivity was not shown in the tooltip. more
  • Fixed that the default column ordering in the update-mods GUI didn't match the visual ordering. more
  • Fixed that train could accelerate for one tick into wrong direction when train stop is disabled. more
  • Fixed that minimap would not allow setting temporary train stop when train would have to change movement direction. more
  • Fixed damage value in sticker tooltip was 60 times too small.
  • Fixed icons with overlays were drawn incorrectly when used in rich text. more
  • Fixed PvP error when DEFCON was active alongside...
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MyNameIsTrez

I love these longer posts, I can't wait to try out the updated wave defense scenario tomorrow!

It won't be updated until next week (so you can try it out next weekend)

Jackeea

A reference to one of the prequels of Star Wars - in this case it's a quote from Palpatine in episode 1.

Thats not count dooku, its frank

omgredditgotme

Please, using the MIRV mod makes the game really hang. Regular nukes are a little better but considering I need to leg it away from an angry hoard of radiation-toughened biters it's still not ideal.

I can add the filtering to MIRV for the after the next Factorio release :)

ReBootYourMind

Any plans to add proper graphics to them?

nope

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.