Factorio News & Announcements
Hello, It's Earendel back for another electric adventure.
You got your first look at Fulgora in FFF-398. (If you haven't read that already please read that first.)

Now let's take a look at the new planet's mechanics.

Read the full post on our website.

Hello there,
Where shall we go today?

Read the full post on our website.

Changes from 1.1.102 to 1.1.104

Gui

  • Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.

Bugfixes

  • Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled. more
  • Fixed that migration_applied was always false in the on_configuration_changed event. more
  • Fixed that item health bars didn't render correctly at some scales. more
  • Fixed a crash when the server has disconnected while setting quickbar slots. more
  • Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing. more
  • Fixed that the custom camera widget wouldn't render entity status icons correctly. more
  • Fixed that LuaGameScript::auto_save() wouldn't work if the root saves folder didn't already exist. more
  • Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result. more
  • Fixed an error when scenario or blueprint library files are read-only on Linux. more
  • Fixed several potential deadlocking issues with non-blocking saving. more
  • Fixed tank not consuming fuel when turning while braking. more
  • Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it. more
  • Fixed partial item transfer not preserving inventory hand location. more
  • Fixed transport belt would keep saying "Disabled by control behavior" after circuit wires were removed.
  • Fixed controller relative driving mode steering left and right repeatedly in multiplayer.
  • Fixed controller relative driving mode causing jittery movement when driving backwards.
  • Fixed a crash when searching in certain icon selector GUIs. more
  • Fixed that empty locale would cause things to not show in GUIs. more
  • Fixed intro sound being treated as gui effect instead of music. more
  • Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.

Debug

  • Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.
Hello,
we have gathered here today to talk about a new quality of life feature coming with 2.0.

Read the full post on our website.

Hello,
Today we will be looking at (and listening to!) many of the sound improvements we have been working on for 2.0.

Read the full post on our website.

Hello,
Another trains FFF!

Read the full post on our website.

Hello,
let me show you another dose of things we just can't stop ourselves from doing.

Read the full post on our website.

Hello,
I have an irresistible urge to tell you a little story. I'm sure you come here for stories, don't you?

Read the full post on our website.

Bugfixes

  • Fixed a crash when entering bad number values in some input fields. more
  • Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.
  • Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.
  • Fixed cloning a furnace would not preserve previous recipe id.
  • Fixed that selecting a locale would sometimes reset the setting back to "Default"
  • Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.
  • Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.
  • Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer. more

Modding

  • Fluid ingredient amounts must be larger than zero.
  • TransportBeltConnectables cannot be given given "building-direction-8-way" flag.

Scripting

  • Added LuaGuiElement::elem_tooltip read/write.
  • Added LuaEntityPrototype::boiler_mode read.
  • Added LuaGameScript::request_train_path.
Hello,

I'm going to cover a feature I only just finished.
I was thinking about this idea for years already.

I always thought the feature is too hardcore to be included, but I learned that it is usually a mistake to underestimate the players, so I gave it a go, and decided to share it right away.

Read the full post on our website.

Hello,
Another year has come to an end, from all of us here we wish you good fortune in the year to come.

Read the full post on our website.

Hello,
We've had a lot of requests to talk about map generation. It's difficult to talk about map generation without first explaining noise expressions. From time to time we need to talk about noise expressions anyway because they are a critical part of the game, but I don't think we've ever done a good job of explaining what they actually are at a high level. We will a closer look at planet mapgen again in the future, but for now this will introduce the basic concepts and act as a primer for later.

Read the full post on our website.

Merry Cogmas.





Hello,
trains are one of our most favorite parts of the game. We already talked about the ways we improved rails (FFF-377), so its time to talk about how we improved the way you can control the trains that ride on them.

Read the full post on our website.

Changes from 1.1.94 to 1.1.100
Changes

  • Technology researched message does not play chat notification sound.
  • Pressing "Regenerate map" in the map editor will open the map generator.
  • "Regenerate map" is no longer available in map editor for scenarios that don't use the map generator.

Bugfixes

  • Fixed that the prototype explorer and CustomInputEvent::selected_prototype did not work on crafting machine fluid slots.
  • Fixed LuaEntity::disconnect_neighbour called on electric pole would disconnect left side of power switch when requested to disconnect right side. more
  • Fixed that cloning rails in the map editor could lead to corrupt saves in some instances. more
  • Fixed offset of circuit connector sprites for inserters
  • Fixed a desync related to manual crafting large recipe counts.
  • Fixed that Arm builds of the game would not render cliff previews correctly. more
  • Fixed train fulfilled fraction was always showing full green background. more
  • Fixed a desync when mods cause resources to generate with 'infinite' richness.
  • Fixed a desync when mods change character interaction distance to super large values.
  • Fixed a desync when technology prices would grow beyond 18~ quintillion.
  • Fixed a desync when related to mods and custom map generation.
  • Fixed a desync when mods define corpses with very long lifetimes.
  • Fixed a crash when entering large values for train wait times.
  • Fixed crashes when putting super large numbers in number input fields.
  • Fixed a desync when putting super large numbers in the map editor brush size fields.
  • Fixed that the website link in the about GUI did not work on Linux. more
  • Fixed a crash when changing the technology price multiplier while research is in progress.
  • Fixed a crash when mods would swap character armor with armor in the player inventory that only existed due to the worm armor inventory size bonus. more
  • Fixed a loader could get stuck in rare cases with mixed items when inserter takes items from belt in a loader.
  • Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it's used.
  • Fixed a crash when loader entity is migrated into loader-1x1. more
  • Fixed that reset technology effects would advance infinite research in some cases. more
  • Fixed loader would not connect to belts in preview in some cases. more
  • Fixed bad pumpjack drain logic related to yield. more
  • Fixed recipes with ingredients craftable for free could not be crafted. more

Scripting

  • Added PrintSettings::sound_path, volume_modifier and game_state.
  • Replaced PrintSettings::skip_if_redundant with PrintSettings::skip. Added defines.print_skip.
  • Added LuaEntity::belt_shape read.
  • Added LuaEntity::gps_tag read.
Hello,

we have shown some bigger things recently, so it is time to also show some smaller things, because the bigger things wouldn't shine that good without the smaller things working properly!

Read the full post on our website.

Hello,

In the last FFF-386 we covered the natural landscape of Vulcanus which mostly showed the visuals, but as you are probably aware we always put gameplay first. Now it's time to find out what kind of greater good you can do to the planet...

Read the full post on our website.

Hello there,
I know a lot of you have been eagerly awaiting some solid information on the new planets, if so this blog is for you. Get comfy because it's a long one.

Read the full post on our website.

Hello,
we've already shown the space platform processing cycle in FFF-380. Let's talk a little bit more about the machine which makes it all possible - the asteroid collector.

Read the full post on our website.

Hello,
we are going to focus on the general improvements of the way circuit network is used in the game.

I wasn't using it often, because all the problems combined made it too big of a hassle most of the time, which was an indication of problems.

So we improved each part of the process of using it a little, from UI, to feedback of what is going on, to stronger/more accessible combinator functionality.

I can say that it worked, at least for me. Once these changes were available, I used the circuit network way more in my latest playthrough, and it felt good, so lets hope it won't be just me :)

Read the full post on our website.


Hello, welcome, take a seat...

Today we will talk about the super force building and other new features in 2.0 update.

Read the full post on our website.