Posts by kovarex

Friday Facts #277 - GUI progress update

Posted by kovarex, Klonan on 2019-01-11

This is a continuation of the last status report from FFF-269. As it might not be a surprise, the biggest bottleneck of the 0.17 release is the GUI. I like to believe, that we have learned a lot from the pitfalls of the collaborative creative process of GUI. This is the typical way we were redesigning the GUI: Two to three people...

Friday Facts #274 - New fluid system 2

Posted by Dominik, Klonan, kovarex on 2018-12-21

Hi Factorians, Here is Dominik, with an update on the fluids. This time it is pretty much finished so I can tell you facts instead of just speculations. You will find how the new algorithm will work and some new handy usability features. In FFF-260 I wrote about how it all started, why we are doing it and what the plan is. There was...

Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted by kovarex on 2018-11-30

GDS 2018 will be taking place next week, running from Friday 7th to Saturday 8th. This year, like last year, we are silver sponsors of the event, which means you will see some Factorio branding around the event and in their official booklet. Part of the preparation on our side was to produce a nice graphical asset for their use, which you can...

Friday Facts #269 - Roadmap update & Transport belt perspective

Posted by kovarex & V453000 on 2018-11-16

A lot of people have been asking recently, when can they expect a new release and when is the game going to be finished. The original plan was to finish everything, and release the final version of Factorio ideally before the end of 2018. This was the plan at the beginning of the year. We worked in our usual way of "it is done when it is done"...

Friday Facts #267 - Experiments, Explosives & Extended tags

Posted by kovarex, Rseding, Wheybags on 2018-11-02

The Entity info is the information about the currently selected entity that appears on the right side of the screen: We had 2 problems with its current state: As it is on the side of the screen, and the entity you are inspecting is generally in the center, it feels cumbersome to move your eyes from the entity to the info and...

Friday Facts #266 - Cleanup of mechanics

Posted by kovarex on 2018-10-26

Part of the GUI rework for 0.17 is also tweaking the tooltips: They should be structured better. They should contain more useful information. They should be a better tool for new players to understand how things work. We will cover more of the tooltip changes in a future FFF, but the necessary preparation for this is to rethink the...

Friday Facts #263 - Trains in blueprints

Posted by kovarex on 2018-10-05

Building trains again and again might be a daunting task. Especially when you start making a lot of mining outposts, artillery/supply trains with filtered cargo wagon slots etc. So I decided that we should extend blueprints to work with trains as well. The first condition was, that trains are only selected when you explicitly allow it...

Friday Facts #261 - Performance + New player interaction

Posted by kovarex on 2018-09-21

We have already pointed out, that we are trying to make a new campaign (FFF-245), and part of it is the core beginning, the NPE/tutorial. The tutorial is one of the very critical parts of the game, as if the first 15 minutes of a game feels shitty, there is big chance that the player will not play any further. I had this experience in...

Friday Facts #255 - Construction tools

Posted by kovarex on 2018-08-10

we had a small Factorio 0.17 LAN party this weekend. The purpose was to try and test some of the new features and play the game properly as I haven't had time for that for quite a while. I used this opportunity to think about all the smaller or bigger decisions, features or change of plans in the context of playing the game for many hours. ...

Friday Facts #254 - No research queue for you

Posted by kovarex, Sanqui on 2018-08-03

Hello, we are really appreciating that the new offices have proper air conditioning... The research queue (kovarex) The research queue was one of the planned and implemented features for 0.17. The player could queue up to 5 technologies so the research would flow better. The weird thing about this feature is, that it sounds much better...