IntroductionAlbert Making a new world in Factorio is relatively "easy", just create a new set of tilesets for the ground, add some new models of trees, create a bunch of new decoratives, some decals (optional), a new skin for the cliffs (optional), and bam! you get a new planet. Well, to be fair, you also have to play with the terrain generation noise and autoplace algorithms, experiment with proper LUT's, and adding some new shader won't hurt either if you want to succeed. The problem of making it from this simplistic perspective, is the danger of falling into a superficial automatism. So probably all your planets will end up looking the same with just different colours. Gleba is the one planet that has all the things needed to make a new Nauvis-like planet in Factorio, but it is still different on many other levels. What makes Gleba very special, at least to me, is how we twisted the core-concept of the planet and pushed the necessary elements in a specific way to make it more unique. Before having its final name, Gleba was internally called "biological planet", and an obvious direction for that would be a planet looking like a jungle. This would be fine for a new biome in Nauvis, but for an exotic planet, never explored, and full of life (more than ever), this time we needed something more alien looking. With not too many clichés in it, extravagant, and if possible playing with new colour palettes. Ah! But also with some link to the reality of Nauvis. And it needs to look very different from Nauvis. Ufff, Okay!. So we started to think about the microcosmos of the world of lichen, fungi and algaes under the sea. Something that exists in our reality, which it's believable already, but it has all the requirements mentioned above. In this video we made the effort of showing what exactly we have in mind for the look and feel of Gleba. The planet is still work in progress. But we better show it now because we will need to keep showing elements of Gleba in future posts. The map was handmade, but with a realistic vision of the autoplace algorithm and the map generation. The "trees" used are concept art used as placeholders. The cliffs are also placeholders, some tilesets will get tweaked to integrate them better. Some doodads will be added and modified. Colour grading is less or more missing, and the rain shader on the foreground will be tweaked. For a planet full of life (more than ever!), now it looks very static, but we are planning on adding some more animated "things" to really bring some life to the experience. And overall, we are avoiding to show, on purpose, the red area of the planet (look at the map during the last frames of the video) that one is too early to show. This video would be 55% worse (or more) if Petr wouldn't have composed and recorded this soundtrack for Gleba. You do remember our dear Petr, right? from the FFF#406 Space age music. The track is not exactly as it will sound during the game, now he is finishing some remixes of the tracks to make them flow perfectly fine for the gameplay requirements. Now our usual galactic tour operator will guide us through the sophisticated nuances of the nature of the biomes and habitats of Gleba.
It was November of 2021 when we started conversations with Petr Wajsar, a very talented Czech music composer, to create the soundtrack for the Factorio expansion. Since then we have been working together on the soundtrack of Factorio Space Age. Conceptualising and finding solutions to our not small amount of problems, and filling the expansion with quality music, specially designed for the best possible Factorio experience. Petr is a very special musician, because besides being a proven master of electronic music, his education and experience in the conservatory makes him capable of composing music using the full range of a classic orchestra. His modern style of going to more experimental solutions, makes him very flexible at creating the score of the Factorio Space Age expansion.
Hello, we just released 0.17.73, with 0.17.74 coming very soon. This is just some bug fixes and further pathfinding improvements, and we hope to be able to mark the release as Stable next week.
Locale plan update Klonan Earlier this week I received the English proofreadings from Altagram, and overall I integrated over 500 suggestions into the game. Most were small, such as replacing "can't" with "cannot", things like that. It was the exact sort of external scrutiny we really needed, as it showed some areas where we were quite inconsistent. It feels like things are in a better place now, even if the majority of changes are relatively unnoticeable. However it was very noticeable to our great community translators on Crowdin. When we update the English strings, the translations have to be updated on Crowdin. For the last few days I've been working through the issues raised on Crowdin, and there was a lot of good input on that last 1% of the changes. So this concludes the 'English proofreading' phase. Starting on Monday, Altagram will start proofreading the target languages, and filling in any missing strings where needed. This should take about 3 weeks. Since Altagram has their own translation system for their team, it isn't really feasible to include Crowdin in this part of the work, they will just take the content from Crowdin at the start of the process, and after 3 weeks, push what they have back to Crowdin. So any translation work by volunteers on Crowdin for these 3 weeks would be wasted. So we ask that, if you want to volunteer your time, save it for a little while. Any work done on Crowdin this weekend will be included. We deliberately made this buffer between the English corrections and the Target proofreading so that the players on Crowdin have an opportunity to contribute before Altagram starts. After Altagram has pushed their corrections back to Crowdin, we will start the 'Community review' part of the process. This is when the work that Altagram's team has done is reviewed by players and feedback is given to Altagram via Crowdin issues. This helps us make sure the terms of the translations are consistent with the established community usage, and ensure there are no contextual issues or misunderstandings.
Hello, 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.
The beacon is one of the last entities left to convert to HR. As always, before 'just re-rendering' we take the chance to re-think the concept and modernize it. This post will try to go a bit deeper in the process of redesigning such an entity.
It's finally here (Twinsen) The proposal was first mentioned more than 1 and a half years ago, in FFF-191. Since then, we kept mentioning it in our blog posts and players kept asking about it. After a lot of back and forth within the team on whether we should implement it or not, and how it should work, we finally have it almost finished for 0.17.
Hello, Pretty much half of the office has been sick in the past week, but that still hasn't stopped us from progressing in the development of your favourite pollution-generating game (though I have been playing some Cities skyline recently and there you can screw the nature around quite creatively as well).
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.