![]() At the same time, we don't want to make large changes in 1.1 as something else may get broken if we do. This is tricky to fix because we don’t want to worsen performance for the majority of our players who don’t play with multiple forces. With the current system, forceless entities can't be marked for deconstruction by two forces at once. Normally, an entity can only be deconstructed by the force which built it, but forceless entities, such as rocks, trees or fish, are a special case – all players should be able to deconstruct them. This would come in handy, as I bet all of us keep forgetting items which are on the opposite end of the base, but still, it is fixed. The logic also ran for ghost transport belts, so one player could maliciously ask another to place an (expensive) item on the ground and steal it, or create an instant delivery system when they forget something. It should have been removed as soon as items on belts had stopped being real entities, but somehow it wasn't noticed until recently. Sometimes they could get stuck when players rotated a belt, so we added logic to collect them. Stealing enemy power is still allowed but you can't use ghosts for that.Ī long time ago, items on belts were physical entities which belts moved. ![]() It would not only make the players confused and wondering why their middle pole wouldn't connect when they tried to place it, but could also cut off power to their defences. So an enemy could place a pole between two of your power poles to make them connect. Combined, this led to some interesting issues.Įlectric poles are able to connect to everything, disregarding enemy forces. The game usually doesn't care about forces, so a player's inserter can put items onto an enemy transport belt, or electric poles of different forces can connect and form a single electric network. However, they can't be seen by other forces. Ghost buildings in Factorio are here to help players plan their builds and automate the construction. TL DR: if you want to play Factorio on the Steam Deck, you don't need to worry about any technical limitations, but you will need some patience, either setting up Steam Input, or waiting to see if Factorio gets proper controller support. For now, the game will get some GUI fixes and improvements, so that it can be played on 100% GUI scale even though the small 1280×800 screen is below our minimum 1920x1080 resolution. Work on the expansion is still the top priority for the team, and controller support is no easy task, so if it comes to Factorio, expect it much later this year. Making a good profile will require a lot of patience and a good understanding of Steam Input's action sets, layers, radial menus, etc.Īs a proper solution, we are experimenting with bringing proper controller support to Factorio this will not only benefit the Steam Deck but also those who want to play the game more casually with a controller. ![]() To use the Steam Deck's input, like in the video above, you will need to make your own controller configuration using Steam Input, trying to map the Steam Deck's buttons to keyboard and mouse interactions. If you can connect and play with a mouse and keyboard, you are golden, but that kind of defeats the purpose of the Steam Deck. Factorio was designed always with only mouse and keyboard in mind. Performance is good, any reasonable base should run at 60FPS/60UPS.īut, the problem is input.In my test, I got 5 hours and 45 minutes of playtime on one charge, on an average base with average screen brightness. ![]()
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