1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

Hello!
Bug hunting
Same as the previous week, we have spent most of our time bug hunting. This time, the disparity between how stable the game felt in our playtesting, and the current 240 bug report count is the biggest I have felt. I guess that this is the tax of having quite a lot of players playing the game, so we just go there and fight these one by one until it is done.

Specifying the 1.0
The plan is to finish the 1.0 (and by that I mean the stable version of 1.0) this year. There is just one big or two smaller releases ahead of us before we reach that. This means, that this is the time to decide what stays and what goes for 1.0. The overall plan is to mainly polish and finish what we have so far, with just little feature additions. We went through most of our Trello cards yesterday (And there are LOTS of them) and sorted this out, while the most asked question was: "Is this a new feature?", and the most frequent reaction to "Yes" was to delete the card. The only currently planned gameplay features are the artillery train and (probably) the spidertron.

Balancing changes
I was sick the last week so I decided to do one more playthrough of Factorio. It made me start a discussion in the office which led to additional balance tweaks:

Altering the science pack recipes

The overall feeling was, that we might have gone little bit too far with all the science pack extensions, so I wanted to make it slightly less expensive. So we changed it that the science pack 3...
Hello!
Bug hunting
Same as the previous week, we have spent most of our time bug hunting. This time, the disparity between how stable the game felt in our playtesting, and the current 240 bug report count is the biggest I have felt. I guess that this is the tax of having quite a lot of players playing the game, so we just go there and fight these one by one until it is done.

Specifying the 1.0
The plan is to finish the 1.0 (and by that I mean the stable version of 1.0) this year. There is just one big or two smaller releases ahead of us before we reach that. This means, that this is the time to decide what stays and what goes for 1.0. The overall plan is to mainly polish and finish what we have so far, with just little feature additions. We went through most of our Trello cards yesterday (And there are LOTS of them) and sorted this out, while the most asked question was: "Is this a new feature?", and the most frequent reaction to "Yes" was to delete the card. The only currently planned gameplay features are the artillery train and (probably) the spidertron.

Balancing changes
I was sick the last week so I decided to do one more playthrough of Factorio. It made me start a discussion in the office which led to additional balance tweaks:

Altering the science pack recipes

The overall feeling was, that we might have gone little bit too far with all the science pack extensions, so I wanted to make it slightly less expensive. So we changed it that the science pack 3...
Changes
  • New Supply challenge map.
  • Circuit network-based inserter stack size overrides now take effect immediately instead of waiting until the inserter has moved something.

Bugfixes
  • Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235. This generally works for any recipe that gives less than 1 of anything.
  • Don't draw player names on the map that is not in range of player or radar on the zoomed in map.
  • Fix some ores with negative values in Tight spot level 04. more[forums.factorio.com]
  • Fixed inserters couldn't insert fuel into locomotives. more[forums.factorio.com]
  • Fixed random inaccessible map area in Beta campaign level 04. more[forums.factorio.com]
  • Fixed various inserter GUI bugs. more[forums.factorio.com]
  • Fixed train station tutorial relied on specific train schedule state. more[forums.factorio.com]

Balancing
  • Changed iron gear wheel price of fast and underground belt from 20->40 and 40->80 to even out the bigger length.
  • Fix that biters would sometimes stop and go to sleep during an attack. more[forums.factorio.com]

You can get experimental releases by selecting...
Changes
  • New Supply challenge map.
  • Circuit network-based inserter stack size overrides now take effect immediately instead of waiting until the inserter has moved something.

Bugfixes
  • Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235. This generally works for any recipe that gives less than 1 of anything.
  • Don't draw player names on the map that is not in range of player or radar on the zoomed in map.
  • Fix some ores with negative values in Tight spot level 04. more[forums.factorio.com]
  • Fixed inserters couldn't insert fuel into locomotives. more[forums.factorio.com]
  • Fixed random inaccessible map area in Beta campaign level 04. more[forums.factorio.com]
  • Fixed various inserter GUI bugs. more[forums.factorio.com]
  • Fixed train station tutorial relied on specific train schedule state. more[forums.factorio.com]

Balancing
  • Changed iron gear wheel price of fast and underground belt from 20->40 and 40->80 to even out the bigger length.
  • Fix that biters would sometimes stop and go to sleep during an attack. more[forums.factorio.com]

You can get experimental releases by selecting...
[​IMG]


Patch v257 finds its way buzzing onto the ARK with hives worth of content, featuring four new creatures, TEK cloning chamber, advanced TEK warfare in the form of a new turret, a TEK saddle, and a grenade; not to mention a UI overhaul, updated music tracks, the volcano redesign, the TEK Cave, Ascension for end game progression, TheCenter mega update, and many more magical things!

As we get deeper into ARK's TEK Tier, today's update introduces the following new element powered gear and structures:
TEK Megalodon Saddle! Do we really need to say anything? Your sharks can now shoot lasers, all our childhood dreams have come true.

[​IMG]

TEK Turret and TEK Grenades! Enhance your combat and defensive abilities. The TEK Turret, is an updated and upgraded version of the Auto Turret, shooting much more powerful laser blasts at your opponents, as well as advanced TEK AI which will allow for much more targeting options. The TEK Grenade, an updated and upgraded version of the Grenade granting it the ability to stick to a target and deal explosive damage after a short time.

TEK Cloning Chamber! For the cost of shards, Survivors now have the ability to clone their favourite creatures for the cost of Element...