Factorio Dev Tracker

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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You will at least need to wait until the seablock mod pack is updated to 0.18

mgabor

So does Steam Family Sharing work now with the new mini accounts?

Hmm, we will consider it as further improvements (low priority)

splat313

Could someone with a large base give an idea of the scale of the performance improvements that were made?

Looks like a nice set fixes and optimizations.

Its about 2x

AudaciousSam

I love that they implemented my suggestion of: "Continue"

You were right all along

Features

  • Steam users can now log in automatically through Steam without needing their Factorio account password.
  • Steam users without a Factorio account can create one by providing only a username.
  • Reworked main menu structure.
  • Added a "Continue" button which quickly loads the latest save game.
  • Added a "New Game" GUI that shows all the ways to play the game
  • Added a setting to the map editor to show/hide the extra entity settings.
  • Added a map editor GUI to edit force data modifiers.
  • Added a PvP team option to create a moat around the starting area.

Graphics

  • Added animation to water.
  • Added animation to trees.
  • Added LUTs and color corrected the game sprites.
  • Added sliders to the graphics settings to adjust brightness, contrast, and saturation.
  • Added on damaged effects for most entities.
  • Added specific dying explosions for most entities.

Sounds

  • New or updated sound effects include:
  • Nuclear reactor, chemical plant, furnace, fire, burner mining drill.
  • Tank.
  • Mining by hand, chopping...
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The main menu rework Twinsen

Up until I looked at the source code, I was always confused about the differences between "Start campaign", "New game" and "Scenarios". New game seems like the same thing as "Scenarios"->"Freeplay", but are there any differences? We then later added a few more bonus scenarios, but they are hidden in the scenarios menu, with no explanation about what each is, what to expect or if it works in multiplayer. I believe it's very important to communicate to new players information about the game's content. It's also important to show that freeplay is the intended way to play. So all this prompted me to rework the main menu a bit.

I started with the structure. The structure always seemed odd to me, compared to what I'm used to from other games. Important options like "Load game" are lost among options that are never used (like "Replay game").
So I came up with a new structure. It looks like this:

  • Continue
  • Single player
    • New game
    • Load game
  • Multiplay...
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Merch store open again Klonan

Our e-shop is now open again after taking a break over the holidays and new year.

We have also restocked our new Factorio sew-on patches, so if you didn't manage to pick one up over the last weeks, now is your chance to order one.

Campaign reassessment Abregado, V453000, Wheybags

Learnings from the Introduction/NPE

After deciding to cancel the Introduction/NPE (Tutorial/Demo) we took some time to assess what we learnt. Here are just a few of the points that we took away from the experience:

  • Players dislike being told that they must restart.
  • Players (ironically) don't have regrets after they restart.
  • It is valuable for new players (< 30 hours) to rebuild 1-3 times.
  • Lowering player constraints increases design difficulty.
  • People like Compilatron to be there.
  • People don't like it when Compilatron does anything for them.

In addition to those, self-motivated discovery of new mechanics (FFF-327) is a more important part of Factorio than actually u...

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You can redeem a website key from the GOG site and use that to upgrade your account

Hello,
The office here in Prague is still 'closed' until next week, so not much is happening (so our team can rightfully rest). Things will get cracking again on Monday, and our first task is to get 0.18 done!

For that reason, the FFF today is a little on the short side.

2019 recap

2019 was quite a 'typical' year for us. We released 0.17 early in the year, did some bug-fixing for about 6 months, and then we went back to development work. Saying that, we hit some major milestones this year:

  • There was the all time concurrent player peak of over 22,500 with the 0.17 launch.
  • The historically low count of bug reports on the forum.
  • 2 million sales which we reached just last week.

You can see some correlations between this timeline and the commit frequency graph below.


Please note, the number of commits does not reflect the value and quality of an individual :).

It seems like we are somewhat 'in-sync' with each other, which I suppose has good and bad effects.

This year...

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Sirzento

So I also need to disable half the mods on the server? Does the world breaks if a mod is missing?

It depends on the mod, some small QoL mod won't really matter, but if you're factory is 95% Johns_Janky_Junk then disabling the mod will remove all the entities the mod adds, and break it.

Try disabling half your mods, see if the problem persists. If not, then you know one of the mods you disabled was causing it. So then disable half of those mods... etc.

Basically its one of the mods