Posts by kovarex

Friday Facts #280 - Visual Feedback is the king

Posted by kovarex, Twinsen on 2019-02-01

as we learned countless time before: Visual feedback is the king! Especially when the GUI is as complex as the Train GUI. Train GUI part 2 (kovarex) The biggest missing feedback I could identify in the Train UI is not seeing the path the train is going to take, so it was the first thing we did: Webm/Mp4 playback not...

Friday Facts #279 - Train GUI & Modern Spitter

Posted by kovarex, Albert, Ernestas, V453000 on 2019-01-25

FFF motivation (kovarex) This weeks Friday Facts are a good example of how they serve not only the obvious role ofinforming the community, but also helps us to divide the work into smaller chunks with individual deadlines. As this Friday Facts was scheduled to be about the Train GUI, we had to put special effort into finishing everything...

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...