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Friday Facts #329 - Campaign reassessment

Posted by Klonan, Abregado, V453000, Wheybags on 2020-01-10

Our e-shop is now open again after taking a break over the holidays and new year. We have also restocked our new Factorio sew-on patches, so if you didn't manage to pick one up over the last weeks, now is your chance to order one. Campaign reassessment Abregado, V453000, Wheybags Learnings from the Introduction/NPE After...

Friday Facts #328 - 2019 recap

Posted by Klonan on 2020-01-03

Hello, The office here in Prague is still 'closed' until next week, so not much is happening (so our team can rightfully rest). Things will get cracking again on Monday, and our first task is to get 0.18 done! For that reason, the FFF today is a little on the short side. 2019 recap 2019 was quite a 'typical' year for us. We...

Friday Facts #327 - 2020 Vision

Posted by Albert, kovarex, Klonan on 2019-12-27

2020 is going to be quite an exciting year for us. We have our 1.0 date set to the 25th of September, and there is a lot of preparation to do. It is no doubt to any of us that we would not be able to have any success without the great community that has developed for the game over the last years, and the support of all our players and...

Friday Facts #326 - Particle emitter & Data cache

Posted by Allaizn, Rseding, Klonan on 2019-12-20

Rseding's recent optimisations of the particle system (FFF-322) made particles much more lightweight than they were before, but it still left particles as rather complex beasts. A quick summary of the possible actions a particle can make during it's update: Move their own position. Advance their animation to another frame. Land in water...

Friday Facts #325 - New Explosions and Particles

Posted by Albert, Dom, Klonan on 2019-12-13

Hello, The year is wrapping up, and we have been hard at work finishing off some topics before we take our Christmas break. As you can imagine, releasing any new version of the game without a few weeks to do bugfixing wouldn't be wise, so you can rest easy this holiday period without the worry of a surprise 0.18 release. New explosions...

Friday Facts #324 - Sound design, Animated trees, Optimizations

Posted by Jitka, Ian, Albert, Allaizn, Rseding on 2019-12-06

We would like to introduce our new fabric Factorio logo patches, which are now available at our e-shop. These sew-on embroidered patches are ideal for clothing, hats, backpacks, etc. The dimensions are 2.5 x 12 cm. As we are uncertain how large the demand for these patches is going to be, we have only limited stock available at...

Friday Facts #323 - Animated water

Posted by Albert, Ernestas, posila on 2019-11-29

Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs,...

Friday Facts #322 - New Particle system

Posted by Klonan, Rseding on 2019-11-22

This week we released version 0.17.79, and marked it stable. Internally we have been calling this 'Stable 3', and the main feature was the new tooltips we showed in FFF-318. There is one constraint we put on ourselves when we started this more swift feature release schedule: We want to avoid breaking mods. This is easy enough in...

Friday Facts #321 - Countdown

Posted by kovarex, Klonan on 2019-11-15

Hello, we feel that the Factorio development is taking way too long. The approach "It is done when it is done" was serving us well to deliver a high quality product, but if we continued this way, we would be doing it basically forever. A lot of us don't have any problem working on Factorio for some more time, but the main problem is, that we...

Friday Facts #320 - Color correction

Posted by Albert, V453000 on 2019-11-08

Factorio is in a state that even though is not yet finished, it is very close to its 1.0 version. That means that most of the work is done and we are polishing the game in order to make it bright. That's what we've been doing for the past 2 weeks. Literally making it bright. Since years I wanted to do this post-production work. But I...