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Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements

Hello,

Today is actually the 6 year anniversary of Factorio launching on Steam, and just recently too we passed 3 million total sales (and we're even past 3.1 million at this point), so it is quite a milestone. It is great for us that the game is still selling consistently year on year, even though we never take part in sales or bundles.

Read the full blog post on our website.

Factorio expansion will be as big "as the whole vanilla game"

It's been over a year since the reveal of a new Factorio expansion, which developer Wube Software opted to do instead of smaller DLC packs, and fans haven't heard anything since. Now, the team has finally provided an update, confirming that it will be a full-priced release as big as the original game - although it might still be a ways off a release.


The Factorio expansion was announced in February 2021, along with the news that the Steam release would mark the end of updates for the game - so the expansion would be Wube Software's focus from that point on. It also said that the expansion wouldn't "take less than a year to develop".


That statement was correct, as a year later the Factorio DLC still isn't out - but Wube has released a blog post to update fans on its status. The developer plans to make the expansion $30, the same as the main game, and "put in enough content to make it well worth the price". "The general goal," the blog post states, "is to make the expansion feel like as big an addition as the whole vanilla game".


Read the rest of the story...


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Factorio is getting an expansion

Friday Facts #367 - Expansion news

Hello, long time no talk, we've got some catching up to do...

Almost 1 year ago we said "we don't think that [the expansion] will take less than a year to develop". Well it has been less than a year and it is not finished, so we kept our word on that :).

But while it might not be finished, there is a still a lot we have done so far.

Read the full blog post on our website.

Version 1.1.53 released as stable

Changes


  • When using /swap-players undo queues are now also swapped.
  • Improve performance of querying if an entity is registered for deconstruction from O(N) to O(1).
  • Adjusted default music volume.
Bugfixes


  • Fixed that if biters took damage from a forest fire, they would path toward the player who started it, no matter the distance. more
  • Fixed that replacing a tile between a colliding hidden tile (with check_collision_with_entities set to true) and an entity would not yield an item.
  • Fixed that LuaGameScript::ban_player would incorrectly use reason as a player name when given player was never in game. more
  • Fixed that the saving progress bar and other popups were placed behind the transparent pause overlay. more
  • Fixed a scenario could be created with temporary-state trains which were not properly deleted. more
  • Fixed a crash when using --map-settings while loading a multiplayer map. more
  • Fixed that trying to manually mine a resource that needs a mining fluid would sometimes produce sound of mining. more
  • Fixed script rendered arcs could be considered invisible when they were visible. more
  • Fixed that LuaEntity::belt_neighbours would return LuaEntity based on EntityGhost's inner entity, not the EntityGhost itself. more
  • Fixed fish preventing tiles building with check_collision_with_entities enabled.
  • Fixed that trains would not account for the train stop snap distance when already at the train stop with the back of a train. more
  • Fixed the intro music volume being set incorrectly.
  • Fixed that --start-server-load-latest when given an empty saves folder wouldn't work correctly. more
  • Fixed missing efficiency tooltip and incorrect fuel consumption tooltip value in generator equipment with burner energy source.
  • Fixed ghost electric poles connecting to ghost electric poles of other forces. Neutral force is exempt from this change. more
  • Fixed that biters would sometimes prefer running away over choosing another target. more
  • Fixed trains pathfinder would crash when a train is in a loop next to segment end and was requested to go to rail target in the middle of a loop. more
  • Fixed multi-level technologies showing the same saved progress in technology GUI. more
  • Fixed an icon of recipe notification on item group would show even if there are no recipes visible in a given context. more
  • Fixed a crash when defining too many icon variations. more
  • Fixed changing station name with rich text tags could crash when moving cursor by words. more
  • Fixed LuaBurner::inventory did not work correctly for some burner-energy-source entities. more
  • Fixed a crash caused by undoing an entity deconstruction which another player already cancelled. more
Modding


  • Added EntityPrototype::protected_from_tile_building, true by default. If set to false - entity won't block tile mining/building (with `TilePrototype::check_collision_with_entities` enabled).
  • Added LandMinePrototype::trigger_collision_mask.
  • Added EntityWithOwnerPrototype.
  • Added EntityWithOwnerPrototype::is_military_target and allow_run_time_change_of_is_military_target.
  • SimpleEntityWithForce now inherits from SimpleEntityWithOwner.
  • SpiderEnginePrototype::military_target is no longer used. If anything is provided it will make related SpiderVehiclePrototype to become a military target instead.
Scripting


  • Added LuaEntityPrototype::trigger_collision_mask read.
  • Added LuaEntity::is_military_target read. This deprecates LuaEntity::is_entity_with_force.
  • Added LuaEntityPrototype::is_entity_with_owner, is_military_target and allow_run_time_change_of_is_military_target read.
  • Added LuaEntity::get_spider_legs().
  • Added LuaEntity::neighbours read for cliffs.

Version 1.1.50 released

Minor Features


  • The permissions list in the permissions GUI can now be localised.
  • Removed feature where reactor collision box would increase when connected to neighbouring reactor (character can now walk in-between connected reactors)
Bugfixes


  • Fixed that biters could get stuck trying to attack an entity they were standing on. more
  • Fixed issue regarding placing an electric pole over a ghost of an electric pole connected to an enabled power switch. more
  • Fixed a crash related to units and mod events. more
  • Fixed ghost entities of other forces being considered valid drop targets. more
  • Fixed ghost electric poles connecting to electric poles of other forces. Neutral force is exempt from this fix, it can connect to everything. more
  • Fixed that LuaEntity::disconnect_neighbour was unable to disconnect specified pair of electric poles when they were on different surfaces.
  • Fixed gate cloning related to opened state. more
  • Fixed that on_game_created_from_scenario event didn't fire after pressing "Save and Play" from map editor. more
Modding


  • Added LuaTilePrototype::check_collision_with_entities, false by default. If set to true - checks for collisions with entities before building or unearthing the tile.
  • Removed ReactorPrototype::neighbour_collision_increase.