Hello, Several FFFs ago we have shown you what a Space platform can look like (FFF-373), today we would like to explain how they work in a bit more detail.
Hello, I'm going to cover a feature I only just finished. I was thinking about this idea for years already. I always thought the feature is too hardcore to be included, but I learned that it is usually a mistake to underestimate the players, so I gave it a go, and decided to share it right away.
Hello again Factorians! The GFX department is back today for covering the process of making graphics for Factorio. I'll get a bit technical, but not too much in order to don't be absolutely boring. Next comes a resumed description of the actual process, so if you are a Factorio modder this might be interesting for you.
0.18.0 release Klonan Early this week we pushed the deploy button on 0.18.0 (patch notes). This was quite a surprise to many of our players, as more typically the time between major releases and the scope of the release is greater. However this isn't like the old days, we are trying to keep the size of releases as small as possible (FFF-314). What this means, is that what is currently in 0.18 is only really a small part of the work needed to be done on 0.18, and releases in the coming months will continue finishing off our 0.18 task list. Once everything on the 0.18 list is completed and the time is right, we will turn 0.18 into 1.0. What we have accomplished with 0.18.0: GUI Main menu redesign GFX Water animation Tree animation Color correction (LUTs) New explosions and damage effects Other Optimizations New Particle system First work on new sound design Steam login What we have left to do in 0.18: GUI Character GUI Blueprint library Statistics GUIs (production, electric network stats, etc.) Entity GUIs (Inserter, Assembling machine, chests, etc.) Main screen GUIs (Chat, minimap, etc.) Many more... GFX Offshore pump redesign Assembling machine redesign Beacon redesign High-res icons Final tweaks and polish Other Further sound design improvements Mini-tutorials Replace NPE with old tutorial Final game balancing and tweaks Finalised locale and proofreading With this in mind, it wouldn't make sense to mark 0.18 stable before most of the above is finished. We made 0.18 a major version because it will break mods with all the changes we are making, and while initially it hasn't broken that much, many things to come will have a bigger impact, such as the Character GUI.
Hello, In the last FFF-386 we covered the natural landscape of Vulcanus which mostly showed the visuals, but as you are probably aware we always put gameplay first. Now it's time to find out what kind of greater good you can do to the planet...
0.18 mods will be loadable in 1.0 Klonan With 1.0 approaching, we want to ensure that the day of the launch goes as smoothly as possible, and shows the game in the best light. Something that would really work against that would be if the update broke a bunch of mods and disgruntled all of our most dedicated players. So we are making efforts to ensure that mods that work in 0.18, will work without any update needed in 1.0. Theoretically this isn't so difficult, as the 0.18 release structure has meant that mods have maintained compatibility with all the latest changes, and in essence 1.0 will just be a small update of 0.18. However it does take a bit of special handling: 1.0 will allow mods marked for 0.18 to load. The mod portal will show 0.18 mods when browsing in 1.0. Avoiding breaking mods also means we need to be very careful with changing anything, even something as simple as renaming a sprite can break dozens of mods. I think we never realised how easy it is to break mods before we started this new release structure. Big apologies and big thanks to all the modders who stuck with us through these breakages. We hope that what this effort means, is that on the day of 1.0, players new and old alike can login to the mod portal and have a very large catalog of mods they can enjoy right away, and that the modders can relax and enjoy the game instead of worrying about updating all their work. However, we cannot say 100% that all mods will work, it is possible one of the features in 1.0 (like the new nuke or alien decoratives) will break some mods.
Water animation - Concept Albert Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs, trees, decals, and constantly improving the map generation for a better feeling. But apart from biters and the factory, nothing else moves in this Factorio planet. So the environment is nice looking but it feels somehow unreal due this lack of motion. Today we proudly present the first experiment in this area: Animated water. This animation doesn't try to grab your attention, it's just there. Slowly moving. I personally bet that this animation, with the proper sound design, will provide the natural feeling that the planet needs.
New pathfinding algorithm Oxyd Last week we mentioned the change to make biters not collide with each other, but that wasn’t the only biter-related update we released this past week. Somewhat coincidentally, this week’s updates have included something I’d been working on for a few weeks before – an upgrade to the enemy pathfinding system.