Posts by kovarex

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 #314 - 0.17 stable

Posted by Klonan, kovarex on 2019-09-27

technically this post is the π Friday Facts, but unfortunately we can't think of anything special to do... maybe someone can make a Combinator cake... that can calculate π? 0.17 stable Klonan We released 0.17.69 as stable this Tuesday. It seems it all went very smoothly, no avalanche of crashes, and only a handful of technical support...

Friday Facts #299 - Everything is more complex than expected

Posted by kovarex on 2019-06-14

You might have noticed that a lot of rail related stuff was broken during these past releases, and now it is working more or less fine again. The story behind it is not so trivial. Rail signal logic The rail signal logic for automated trains is quite straightforward: As a train moves forward, it tries to reserve signals in front of...

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...

Friday Facts #290 - Rail building changes & High-res icons

Posted by kovarex, Albert on 2019-04-12

The problem with rail building is that it has too many states. It depends whether you start building the rail with shift, to use the ghost mode or not, and then it also matters whether you still hold shift, to ignore trees or not. Moving from manual building to ghost rail building means cancelling the whole rail building and starting it again...

Friday Facts #289 - Character GUI

Posted by Albert, Aleš, twinsen, kovarex, Klonan on 2019-04-05

we are still focusing most of our resources towards fixing as many bugs as possible so we have stable release in reasonable time. In the meantime, the preparation for the continuation of the work on the GUI rewrite is still happening: Character GUI mockup The character screen is one of the most used GUI screens in the game, so we need...

Friday Facts #287 - Just bugs again

Posted by Klonan, kovarex, Sanqui on 2019-03-22

This week has been non-eventful. We are fixing bugs. There is not much to say, and I have updated the graph to reflect the status of the ongoing Dev vs. Bug war: The massive spike is the specific crash we talked about in the last FFF. EGX Rezzed (Klonan) We will be attending EGX Rezzed in 2 weeks. This week I have been...

Friday Facts #284 - 0.17 experimental

Posted by kovarex, Abregado on 2019-03-01

Webm/Mp4 playback not supported on your device. So we finally released the 0.17 experimental this week. (patch notes) Hooray :) Fun fact: The release script failed to post the release announcement on Steam and Reddit and we were wondering why. The reason is that the patch notes were so big, that it exceeded the maximum post...

Friday Facts #283 - Prepare to Launch

Posted by kovarex, Albert, V453000, Bilka, Sanqui on 2019-02-22

We have been playtesting a few days this week. There were some things we had to fix on the fly, but we still were able to play quite a lot, so I would say that it went surprisingly well. We have been able to get 3 multiplayer bases into a late game stage. Tile pollution tweaks As we played 3 different games already, we discovered that...

Friday Facts #282 - 0.17 in sight

Posted by kovarex, TOGos, Ernestas, Albert on 2019-02-15

This week was the time to close and finish all the things that will go to 0.17.0. Not all of the things that we originally planned to be done were done (surprise), but we just left any non-essential stuff for later so we won't postpone the release any further. The plan is, that next week will be dedicated to the office playtesting and...