Posts by Dom

Friday Facts #357 - Nuke

Posted by kovarex, Dominik, V453000 on 2020-07-24

At the time of writing the Friday Facts last week, not all of the planned changes were finished, here is the finalisation, so here we go. Persistent library contents The problem is old. You play a modded game and have your blueprints in the library. Then, you decide to put the mods aside for a reason (to join a MP game, or just try a...

Friday Facts #355 - High resolution updates

Posted by V453000, Dom on 2020-07-10

We've been updating, reworking and redesigning many graphics, and the majority of entities have had high resolution for a while now. With 1.0 we're trying to be as "complete" as feasible. Slowdown effect As one of the less used items in the game, the slowdown capsule got kind of forgotten. The slowdown capsule has multiple...

Friday Facts #354 - Launch party and HR power switch

Posted by Klonan, V453000, Dom on 2020-07-03

To celebrate the launch of the game later this summer (only 6 more FFFs to go!), we have decided to throw a party! It is going to be at the same venue as our 1 million sale party (FFF-192). It will take place on Friday the 4th of September, 2020, at Žluté Lázně here in Prague. We are inviting a lot of people to the party, such as other...

Friday Facts #343 - Environmental particle effects

Posted by Dom, Klonan on 2020-04-17

Since the particle optimization we did for 0.18 (FFF-322) and the introduction of new explosions (FFF-325), we were able to push our vision even more. It always bothered me that the grenade and other explosions would emit the same type of particles regardless of the context. In most cases it isn't that bad, and somewhat okay, but when...

Friday Facts #337 - Statistics GUI and Mod Debugger

Posted by Klonan, Oxyd, Justarandomgeek on 2020-03-06

The statistics GUI (electric network stats, production stats, etc.) is one of the GUIs that has been in the game for a very long time, and has had its functionality fleshed out reasonably over the years. It was not long ago when Twinsen added hovering and highlighting to the graphs. Given that, and the relatively short timeframe for 1.0...

Friday Facts #334 - New poison cloud animation, flying robot dying effect

Posted by Ernestas, Posila, Dom, Klonan on 2020-02-14

The poison cloud animation is a placeholder spritesheet (that kovarex found somewhere on the internet), we have wanted to improve it for a long time, but since it was always such a small detail other things took priority. Well now is the time to finish everything, big and small. Mp4 playback not supported on your device. ...

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 #312 - Fluid mixing saga & Landfill terrain

Posted by Dominik, Ernestas, Albert on 2019-09-13

Hello Factorians, Today I would like to talk to you about my favourite subject - fluid mixing and its prevention. It is a new mechanic introduced in 0.17 that seemed quite simple at first, but has been giving me nightmares ever since. A while ago I took on the task of updating the fluid system (FFF-260). The way it works in 0.16...

Friday Facts #311 - New remnants 3

Posted by Albert, Dom, V453000, Bilka on 2019-09-06

Another week has elapsed, which brings us another week deeper into the declining weather of autumn. Even more Remnants Albert, Dom, V453000 In FFF-288 we proposed that we are considering multiple approaches to remnants, and in FFF-293, we described that we are choosing the balanced solution which does not obstruct the movement of a...

Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Posted by albert, Dom, kovarex, Klonan on 2019-05-03

As for the conclusion of the topic opened in the FFF-288 we finally decided to go for a balanced solution in which the player can recognize what entity was destroyed and also walk through them. The solution of going up in the Z-axis is really attractive for designing the destroyed models, but it gives a lot of headaches to the game designers...