Factorio - wheybags
Minor Features
  • Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.
  • Empty fuel slot tooltips show what fuel they accept.
Changes
  • Enemy mines are not completely invisible anymore in PvP scenarios.
  • Land mines now also stun enemy players.
  • Walls will extend towards cliffs same as they already do towards water. more
  • Blueprint building over entities of an enemy force is no longer ignorable(blue). more
  • Ingredients in recipes are automatically sorted. more
  • Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. more
Bugfixes
  • One more transport belt unsquashing tweak. more
  • Changed LuaSurface::find_entity to also find entities with zero sized bounding boxes but with the given position. more
  • Fixed drawing icons with layers when layers didn't have same source size as main icon. more
  • Fixed another bug where tables were disabled at certain scroll positions. more
  • Fixed applying blueprints could rotate unrelated assembling machines. more
  • Fixed that the god controller wouldn't trigger the player_moved event. more
  • Fixed script error in logistic tutorial when player went outside of logistic area. more
  • Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. more
  • Fixed that blueprint tooltip text wouldn't line wrap. more
  • Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. more
  • Fixed wrong scroll pane size in a specific situation. more
  • Fixed a crash when resetting technology effects while the technology GUI is open. more
  • Fixed crash with high-speed short trains crashing into something. more
  • Fixed that multi-line descriptions for multiplayer games would break the config.ini. more
  • Fixed creating cliffs through script or map editor didn't snap them to proper position. more
  • Fixed a crash related to biters in modded games. more
  • Fixed that several errors related to HTTP failure weren't localized. more
  • Fixed ghost rail-planner building would lock in the build rotation after being used once. more
  • Fixed that mod-associated character entities wouldn't be effected by force modifiers. more
  • Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. more
  • Partially fixed trains sending circuit networks signal to the wrong station. more
  • Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.
  • Fixed another crash when saving fails when out of disk space.
  • Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.
  • Fixed a crash in multiplayer related to DNS failure.
  • Fixed a crash when the game.take_screenshot() would fail.
  • Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
  • Fixed that replay didn't check crc values.
  • Fixed several problems related to replay saving.
Modding
  • Added Entity prototype flag "not-flammable", it prevents entities from catching fire.
  • Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.
  • Fixed some imprecisions in the Production/Electric statistics calculations.
  • Added order_in_recipe into item-group, it defaults to the value of order property.
  • Added item prototype flag "hide-from-fuel-tooltip".
Scripting
  • Removed LuaElectricEnergySourcePrototype::effectivity read since it didn't do anything.
  • Added LuaGroup::order_in_recipe read.
  • Added on_technology_effects_reset event.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - wheybags
Minor Features
  • Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.
  • Empty fuel slot tooltips show what fuel they accept.
Changes
  • Enemy mines are not completely invisible anymore in PvP scenarios.
  • Land mines now also stun enemy players.
  • Walls will extend towards cliffs same as they already do towards water. more
  • Blueprint building over entities of an enemy force is no longer ignorable(blue). more
  • Ingredients in recipes are automatically sorted. more
  • Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. more
Bugfixes
  • One more transport belt unsquashing tweak. more
  • Changed LuaSurface::find_entity to also find entities with zero sized bounding boxes but with the given position. more
  • Fixed drawing icons with layers when layers didn't have same source size as main icon. more
  • Fixed another bug where tables were disabled at certain scroll positions. more
  • Fixed applying blueprints could rotate unrelated assembling machines. more
  • Fixed that the god controller wouldn't trigger the player_moved event. more
  • Fixed script error in logistic tutorial when player went outside of logistic area. more
  • Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. more
  • Fixed that blueprint tooltip text wouldn't line wrap. more
  • Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. more
  • Fixed wrong scroll pane size in a specific situation. more
  • Fixed a crash when resetting technology effects while the technology GUI is open. more
  • Fixed crash with high-speed short trains crashing into something. more
  • Fixed that multi-line descriptions for multiplayer games would break the config.ini. more
  • Fixed creating cliffs through script or map editor didn't snap them to proper position. more
  • Fixed a crash related to biters in modded games. more
  • Fixed that several errors related to HTTP failure weren't localized. more
  • Fixed ghost rail-planner building would lock in the build rotation after being used once. more
  • Fixed that mod-associated character entities wouldn't be effected by force modifiers. more
  • Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. more
  • Partially fixed trains sending circuit networks signal to the wrong station. more
  • Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.
  • Fixed another crash when saving fails when out of disk space.
  • Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.
  • Fixed a crash in multiplayer related to DNS failure.
  • Fixed a crash when the game.take_screenshot() would fail.
  • Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
  • Fixed that replay didn't check crc values.
  • Fixed several problems related to replay saving.
Modding
  • Added Entity prototype flag "not-flammable", it prevents entities from catching fire.
  • Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.
  • Fixed some imprecisions in the Production/Electric statistics calculations.
  • Added order_in_recipe into item-group, it defaults to the value of order property.
  • Added item prototype flag "hide-from-fuel-tooltip".
Scripting
  • Removed LuaElectricEnergySourcePrototype::effectivity read since it didn't do anything.
  • Added LuaGroup::order_in_recipe read.
  • Added on_technology_effects_reset event.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - Klonan
Hello
Office pictures
We are moving to a new office in 6 weeks, so we thought to take some pictures of our current one so you can better compare later. The office is certainly more busy than when we moved in, and we have been essentially at maximum capacity now for a year, The extra space of the new office is much needed, and we will show some pictures of our moving when it comes to pass (1st of May).


Windows developer room - Posila, Rseding91, Twinsen, V435000


Support room - Jitka, Klonan


Graphics developer room - Albert, Ernestas


MacOS / Linux developer room - Sindri


Kitchen


Server room, Twinsens 3d printer

Community spotlight
Last weekend there was quite a big event, a 7 team PvP production battle. It was really interesting to watch over 20 players fight it out over the course of the 3 hour match. If you didn't catch it, you can watch the stream video by the organiser and commentator cl0wnt0wn:

https://youtu.be/7zu_Ect-tXA

In general PvP has not had a lot of extensive playtesting, so every event like this is a great opportunity to see what needs to be tweaked and adjusted. We aren't looking to shift the focus to PvP, but it is nice to make some things less cheesy.

One thing that was made clear in the event, is that landmines are a bit OP. They are an invisible insta-kill, with the only counter being to throw grenades everywhere you walk. To make things fairer, in the next 0.16 release you will be able to see a small part of enemy landmines, so if you are paying attention you can know where not to walk:


Can you spot all the landmines?

Another change is that players will also be affected by the 'stun' mechanic of the landmines, which means it is less easy to walk through 5-10 of them at once, and they gain extra utility at controlling space. We have some other ideas for making landmines feel better, but those are bigger tweaks that need deeper consideration.

As always, let us know what you think on our forum
Factorio - Klonan
Hello
Office pictures
We are moving to a new office in 6 weeks, so we thought to take some pictures of our current one so you can better compare later. The office is certainly more busy than when we moved in, and we have been essentially at maximum capacity now for a year, The extra space of the new office is much needed, and we will show some pictures of our moving when it comes to pass (1st of May).


Windows developer room - Posila, Rseding91, Twinsen, V435000


Support room - Jitka, Klonan


Graphics developer room - Albert, Ernestas


MacOS / Linux developer room - Sindri


Kitchen


Server room, Twinsens 3d printer

Community spotlight
Last weekend there was quite a big event, a 7 team PvP production battle. It was really interesting to watch over 20 players fight it out over the course of the 3 hour match. If you didn't catch it, you can watch the stream video by the organiser and commentator cl0wnt0wn:

https://youtu.be/7zu_Ect-tXA

In general PvP has not had a lot of extensive playtesting, so every event like this is a great opportunity to see what needs to be tweaked and adjusted. We aren't looking to shift the focus to PvP, but it is nice to make some things less cheesy.

One thing that was made clear in the event, is that landmines are a bit OP. They are an invisible insta-kill, with the only counter being to throw grenades everywhere you walk. To make things fairer, in the next 0.16 release you will be able to see a small part of enemy landmines, so if you are paying attention you can know where not to walk:


Can you spot all the landmines?

Another change is that players will also be affected by the 'stun' mechanic of the landmines, which means it is less easy to walk through 5-10 of them at once, and they gain extra utility at controlling space. We have some other ideas for making landmines feel better, but those are bigger tweaks that need deeper consideration.

As always, let us know what you think on our forum
Factorio - posila87
Bugfixes
  • Filters no longer disappear when inventory is downsized. more
  • Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. more
  • Fixed a crash related to resetting technology effects while a research was in progress/just finished.
Scripting
  • Made it possible for the LuaFrame::align and LuaFrame::vertical_align to have effect on the align of the inner container.

You can get experimental releases by selecting the '0.16.x' beta branch under Factorio's properties in Steam.
Factorio - posila87
Bugfixes
  • Filters no longer disappear when inventory is downsized. more
  • Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. more
  • Fixed a crash related to resetting technology effects while a research was in progress/just finished.
Scripting
  • Made it possible for the LuaFrame::align and LuaFrame::vertical_align to have effect on the align of the inner container.

You can get experimental releases by selecting the '0.16.x' beta branch under Factorio's properties in Steam.
Factorio - posila87
Bugfixes
  • Fixed that small numbers in recipe tooltips wouldn't render correctly. more
  • Fixed a bug where tables do not react under special conditions. more,more
  • Fixed belt movement with squashed items and other gaps present. more
  • Fixed that splitter input priority was not that reliable. more
  • Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. more
  • Fixed the EULA GUI wouldn't wrap text. more
  • Fixed 'per second' suffix was not localised. more
  • Attempt to fix a problem that would prevent the Linux version from starting. more
  • Fixed that blueprints in the library would show empty component slots. more
  • Fixed that mining item entities when out of inventory space would move the item around. more
  • Fixed multiple desyncs related to walking near walls. more
  • Fixed that the "don't play sound for chat" option didn't work in multiplayer. more
  • Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. more
  • Fixed that the players main inventory filters wouldn't persist through death. more
  • Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. more
  • Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.more
  • Fixed enemy land mines would be highlighted when showing blueprint collisions. more
  • Fixed that walls would connect to ghosts from another force.
  • Fixed rebinding build would cause artillery to fire multiple times per click in the map view.
  • Fixed a crash when starting a headless server related to RCON.
  • Fixed a crash when setting item stacks above their stack size through script.
  • Fixed a crash when saving fails due to out of disk space.
  • Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.
  • Fixed that you couldn't move the map view while running the game at very high speeds.
  • Fixed a crash when taking a large screenshot by script fails due to a lack of memory.
  • Fixed a crash when canceling crafting after changing recipes through mods.
  • Fixed a crash when merging forces through script while a recipe tooltip is visible.
  • Fixed a crash when using the /open command and then opening an item in the players cursor.
  • Fixed a crash when creating modded tree particles.
  • Fixed a crash related to modded speaker entities.
Modding
  • Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.
  • Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".
  • Added Entity prototype flag "not-rotatable".
  • Fixed a crash when not defining a stream particle animation.
Scripting
  • Added LuaRCON to allow printing text to a calling RCON instance.
  • Added LuaItemPrototype::fuel_emissions_multiplier read.
  • Added LuaRecipePrototype::emissions_multiplier read.
  • Added LuaFluidPrototype::emissions_multiplier read.

You can get experimental releases by selecting the '0.16.x' beta branch under Factorio's properties in Steam.
Factorio - posila87
Bugfixes
  • Fixed that small numbers in recipe tooltips wouldn't render correctly. more
  • Fixed a bug where tables do not react under special conditions. more,more
  • Fixed belt movement with squashed items and other gaps present. more
  • Fixed that splitter input priority was not that reliable. more
  • Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. more
  • Fixed the EULA GUI wouldn't wrap text. more
  • Fixed 'per second' suffix was not localised. more
  • Attempt to fix a problem that would prevent the Linux version from starting. more
  • Fixed that blueprints in the library would show empty component slots. more
  • Fixed that mining item entities when out of inventory space would move the item around. more
  • Fixed multiple desyncs related to walking near walls. more
  • Fixed that the "don't play sound for chat" option didn't work in multiplayer. more
  • Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. more
  • Fixed that the players main inventory filters wouldn't persist through death. more
  • Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. more
  • Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.more
  • Fixed enemy land mines would be highlighted when showing blueprint collisions. more
  • Fixed that walls would connect to ghosts from another force.
  • Fixed rebinding build would cause artillery to fire multiple times per click in the map view.
  • Fixed a crash when starting a headless server related to RCON.
  • Fixed a crash when setting item stacks above their stack size through script.
  • Fixed a crash when saving fails due to out of disk space.
  • Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.
  • Fixed that you couldn't move the map view while running the game at very high speeds.
  • Fixed a crash when taking a large screenshot by script fails due to a lack of memory.
  • Fixed a crash when canceling crafting after changing recipes through mods.
  • Fixed a crash when merging forces through script while a recipe tooltip is visible.
  • Fixed a crash when using the /open command and then opening an item in the players cursor.
  • Fixed a crash when creating modded tree particles.
  • Fixed a crash related to modded speaker entities.
Modding
  • Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.
  • Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".
  • Added Entity prototype flag "not-rotatable".
  • Fixed a crash when not defining a stream particle animation.
Scripting
  • Added LuaRCON to allow printing text to a calling RCON instance.
  • Added LuaItemPrototype::fuel_emissions_multiplier read.
  • Added LuaRecipePrototype::emissions_multiplier read.
  • Added LuaFluidPrototype::emissions_multiplier read.

You can get experimental releases by selecting the '0.16.x' beta branch under Factorio's properties in Steam.
Factorio - Klonan
Hello, it is another Friday already, and one step closer to the double-digit temperatures of spring.

T-shirt shop in full-swing
The T-shirt shop has been back up and running now for a few weeks. If you missed your chance to get a T-shirt before Christmas, now is the chance to place the order while stocks last. It is not quite the rush we had during the holiday season, but our inventory is slowly making its way into the hands of our fans.

Wiki admin visit
Long ago, we created the Official Factorio Wiki, and we mostly decided that the community will maintain it. After some time we looked upon the Wiki, and saw that it was not that great. So we created the guide. Time passed still, and soon the guide was out of date. It is tough being early access in this way, any work we do not may be out of date in several months.

Two people stepped up for us during this time, Gangsir and Bilka. From the mess it was, they salvaged and recovered the Wiki to some reasonable state. Soon the quality and usefulness of the Wiki exceeded that of the guide, and with their incredible work, the Wiki became the great resource it is now.

At this point Gangsir is no longer able to volunteer his time to administer the Wiki, so Bilka stepped up to take over all wiki administration. Over the last year Bilka has made many key improvements to the Wiki, as well as sorting out technical issues and laying a solid foundation for the rest of our Wiki contributors. Since the work and result has been so exceptional, and the ongoing maintenance of this community resource more important than ever, we have decided to hire Bilka to work remotely as our official Wiki admin.

To this end, we invited him to spend a few days with us in the office, to get to know us more closely, and to sort out the details of this cooperation. The following is a short write-up of his visit, and some more info on the work he has been doing.

Office visit & Wiki back end
I arrived in Prague on Sunday evening after an 8 hour train ride from my home town in Germany. While I enjoyed the changing landscapes, I used most of the time to sleep after a long night of playing Factorio. The week started off by Klonan giving me a small tour of the office and then showing me to the desk I'd be working from for the next few days. This was close to Rseding and Twinsen, whom I already knew from discord, so we had many interesting conversations during my visit. The atmosphere was always relaxed, even when we talked about the controversial subject of belts and bots. I also discovered that bugfixing can be a fascinating process to watch, even if it means staying up until 5am.

However, most of my time was spent working on the wiki. As a wiki admin I look after the 'back end', which includes tasks like organizing pages and files, guiding new users, and making sure that content is presented nicely. For example, on Tuesday I migrated all technology files to their in-game names using a script, finishing off the long-term effort of unifying file names on the wiki. Refactoring like this makes it easier for new editors to contribute, since they no longer have to tediously search for the right image. I also created some documentation, such as the style and translation guides, which ensures that contributors are up to speed on how things work, and new contributions end up in the right place.

One thing that helps with presenting the content is the template system. Templates are small bits of wikitext that can be included in a page to perform a common function, like displaying a button to copy a blueprint string:



Together with scripts, templates allow us to partially automate updating the wiki to the newest version, and alongside access to the game's source code, it is possible for me to update the wiki to a new version within a few minutes. This alone greatly improves the quality of the wiki, and makes it a much more useful resource than it was a year ago. But the wiki is the work of many people, contributing to a common goal. So if you have something you'd like to add, want to translate one of the pages into your first language, or you have some modding knowledge that can find its place on one of the prototype pages, you are invited to request an account and get going!

As always let us know what you think on our forum.
Factorio - Klonan
Hello, it is another Friday already, and one step closer to the double-digit temperatures of spring.

T-shirt shop in full-swing
The T-shirt shop has been back up and running now for a few weeks. If you missed your chance to get a T-shirt before Christmas, now is the chance to place the order while stocks last. It is not quite the rush we had during the holiday season, but our inventory is slowly making its way into the hands of our fans.

Wiki admin visit
Long ago, we created the Official Factorio Wiki, and we mostly decided that the community will maintain it. After some time we looked upon the Wiki, and saw that it was not that great. So we created the guide. Time passed still, and soon the guide was out of date. It is tough being early access in this way, any work we do not may be out of date in several months.

Two people stepped up for us during this time, Gangsir and Bilka. From the mess it was, they salvaged and recovered the Wiki to some reasonable state. Soon the quality and usefulness of the Wiki exceeded that of the guide, and with their incredible work, the Wiki became the great resource it is now.

At this point Gangsir is no longer able to volunteer his time to administer the Wiki, so Bilka stepped up to take over all wiki administration. Over the last year Bilka has made many key improvements to the Wiki, as well as sorting out technical issues and laying a solid foundation for the rest of our Wiki contributors. Since the work and result has been so exceptional, and the ongoing maintenance of this community resource more important than ever, we have decided to hire Bilka to work remotely as our official Wiki admin.

To this end, we invited him to spend a few days with us in the office, to get to know us more closely, and to sort out the details of this cooperation. The following is a short write-up of his visit, and some more info on the work he has been doing.

Office visit & Wiki back end
I arrived in Prague on Sunday evening after an 8 hour train ride from my home town in Germany. While I enjoyed the changing landscapes, I used most of the time to sleep after a long night of playing Factorio. The week started off by Klonan giving me a small tour of the office and then showing me to the desk I'd be working from for the next few days. This was close to Rseding and Twinsen, whom I already knew from discord, so we had many interesting conversations during my visit. The atmosphere was always relaxed, even when we talked about the controversial subject of belts and bots. I also discovered that bugfixing can be a fascinating process to watch, even if it means staying up until 5am.

However, most of my time was spent working on the wiki. As a wiki admin I look after the 'back end', which includes tasks like organizing pages and files, guiding new users, and making sure that content is presented nicely. For example, on Tuesday I migrated all technology files to their in-game names using a script, finishing off the long-term effort of unifying file names on the wiki. Refactoring like this makes it easier for new editors to contribute, since they no longer have to tediously search for the right image. I also created some documentation, such as the style and translation guides, which ensures that contributors are up to speed on how things work, and new contributions end up in the right place.

One thing that helps with presenting the content is the template system. Templates are small bits of wikitext that can be included in a page to perform a common function, like displaying a button to copy a blueprint string:



Together with scripts, templates allow us to partially automate updating the wiki to the newest version, and alongside access to the game's source code, it is possible for me to update the wiki to a new version within a few minutes. This alone greatly improves the quality of the wiki, and makes it a much more useful resource than it was a year ago. But the wiki is the work of many people, contributing to a common goal. So if you have something you'd like to add, want to translate one of the pages into your first language, or you have some modding knowledge that can find its place on one of the prototype pages, you are invited to request an account and get going!

As always let us know what you think on our forum.
...