Map editor Lua snippets wheybags In the last few weeks, we've really accelerated our work on the campaign. We've been pushing ahead a lot with both the scripting and blocking out the physical level design. One of the problems we've come up against a lot, is that we often need to perform custom edits to the map, which are quite tedious, but not common enough to add a new tool to the map editor for them. For example, something like "disable all the spawners in this region". This kind of problem is easily solved with a little bit of custom Lua code, but getting the specification of the area we want to edit into Lua is a painful process of noting down and typing out location coordinates. It is also easy to lose track of these Lua snippets, as there is no good place to save them. To solve this problem, we decided to add a Lua snippet tool to the map editor. This tool will let you drag your cursor over an area, and it will then run your custom Lua code on that area. The snippets are named, and saved in your player-data.json, so you can keep them around for later. For example, this simple snippet replaces trees with biters. Currently, there doesn't seem to be a very big scene for community made custom maps/scenarios with custom maps, and we're hoping that the example from the campaign once released, as well as the much improved editor we have in 0.17 will encourage more people to give this a go.
The main menu rework Twinsen Up until I looked at the source code, I was always confused about the differences between "Start campaign", "New game" and "Scenarios". New game seems like the same thing as "Scenarios"->"Freeplay", but are there any differences? We then later added a few more bonus scenarios, but they are hidden in the scenarios menu, with no explanation about what each is, what to expect or if it works in multiplayer. I believe it's very important to communicate to new players information about the game's content. It's also important to show that freeplay is the intended way to play. So all this prompted me to rework the main menu a bit. I started with the structure. The structure always seemed odd to me, compared to what I'm used to from other games. Important options like "Load game" are lost among options that are never used (like "Replay game"). So I came up with a new structure. It looks like this: Continue Single player New game Load game Multiplayer Host new game Host saved game Browse public games Browse LAN games Connect to address Map Editor New scenario Convert save Settings ... Mods About The first new thing to notice is the "Continue" button. Since "start the game and continue my last save" is probably the most common thing players will do, it makes sense that there is an option for this right at the top of the main menu. The button will contain the name of your latest save. Pressing it will immediately load the game and get you in game. Due to implementation complications, for now it only handles save games and it will NOT connect you to the last server you played on if your last play session was multiplayer, but I might implement that if it's highly requested. Next, everything was grouped into either Single player or Multiplayer. There are much fewer options, since "Replay game" was moved as a small button in "Load Game", and every way to start playing the game was moved to the new "New Game" GUI. The "New game" GUI shows all the ways to play the game. It also groups them nicely, places freeplay on top, shows a description and even a nice image. This GUI is used for new game, multiplayer hosting and map editor, thus simplifying the menu quite a bit. For modders, scenarios can now contain a description.json file. In the file "order" determines the sorting in the New Game GUI; "multiplayer-compatible" determines whether the scenario is shown when trying to host multiplayer games. "multiplayer-compatible" was added to description.json file of campaigns also.
Hello, long time no talk, we've got some catching up to do... Almost 1 year ago (FFF-365) we said "we don't think that [the expansion] will take less than a year to develop". Well it has been less than a year and it is not finished, so we kept our word on that :). But while it might not be finished, there is a still a lot we have done so far.
Hello, this is the last Friday of 2017, and as such, the last Friday facts of this year.
Hello, the 0.15 has been declared stable. Unfortunately we found some smaller problems, so there is going to be at least one bugfix release. One of the problems we discovered yesterday, is a glitch in the blueprint transferring logic that results in the transfers stopping forever when a player that is just transferring his blueprint into the game leaves. I'm quite surprised that I found it out myself when I was testing something else, and we didn't have a single bug report regarding it.
Hello, it has been long, but successful week, mainly because we gave our first tax returns containing Factorio earnings while keeping mental health intact, hopefully. As celebration of the 2^13 copies we are about to approach I made a Factorio version of the game everyone is playing now , the time you can spend on it should justify the shorter length of this text :) Apart playing 2048 we managed to make 2 bugfix releases this weak just to find out, there are still some small bugs left, but the version is close to be stable for sure. So we sit down and it took us few short minutes to write down the roadmap that will take us almost the rest of this year to finish. There are many smaller things on the way, but these are the milestones we would like to aim for. What we are still unsure about is when to try to hit the steam+bigger exposure button. I just read my post on the steam from half a year ago, where we stated, that when 0.6 is stable, we will get the trailer and we will apply for steam. Here we are waiting for the 0.9, the trailer almost finished, but still not sure whether we should really start the campaign now. When we start imagining the additions and polishing we have planned for the foreseeable future, the only rational thing that seems to be viable now is to wait for these. We still believe that we have just single shot for the first impression and if we shoot too early for it, we risk to hit our leg. The updated look of the belts We are always eager to learn what you think at our forums.
Hello. It has been a quiet week in the office, we are slowly arranging everything needed for the office moving, which (if all goes to plan) will happen 7-11th of May.
Happy new year to everyone! We have spent the New Year's Eve with friends in our appartment / office on a last-minute improvized party. The entertainment was provided by the usual elements - food, drinks, chatting and board games. The traditional fireworks all over the Prague kickstarted the 2014, which is going to be a crucial year for Factorio. The main points from the 2014 battle plan are: Get on the Steam. Get the multiplayer done. Get some quality holidays:). After some relaxed time during the Christmas we are back to full speed development. There will be a stable release of the 0.8 in the beginning of the next week. The periods necessary for release stabilization has been getting longer and longer. That was one of the reasons we decided to dedicate more time in the future to the automated testing. You can read more on this topic in our latest random ramblings. Past week has been spent by working on the new features for the 0.9. Mainly the oil industry and blueprints. Both are still in the process of development so I will go into the functional details later, after they are more or less stabilized. You can also read our plans regarding the functionality in that random ramblings post. One thing is clear already. The 0.9 is a very ambitious release and if all goes well it will be one of our most content rich releases (if not the most content rich). After the 0.9 we plan to start working on the multiplayer which might be a long period with little other updates. Therefore we plan to get a lot done before that. In the meantime, Albert has finished with a first set of doo-dads. Below is a composition with some new shipwrecks. Actually the current shipwreck sprite in the first level was cut (and adjusted) from one of our theme art pictures (can you find it:)?). It is time for this one to be replaced. There is still much more that could be (and will be) done for the doo-dads, but now we need to move on to making graphics for the new "oil related" machines ... Comment thread is not hiding anywhere. It is right there on our forum.
Hello, another bugfixing week is behind us, there seems to be temperature records every other day in the Czech Republic so the productivity is much better during the night, when it is "only" 25 degrees. Now I start to experience the need of siesta and night live in the countries with hot climate.