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Friday Facts #333 - Terrain scrolling

Posted by posila on 2020-02-07

Hello, We released 0.18.4 this week, same old same old, more bugfixes, more bugs, more changes. At this stage of development, not many interesting things are happening, we are just polishing what we have.

The Perks (Part 1)

Posted by Tomas on 2013-04-15

Hello, recently we have been programming day and night to ship the features we have promised for Factorio 0.4.0 release. However apart from that we also found some time to start delivering the promises we made in the Indiegogo campaign. So this is an update on the state of perks delivery from Indiegogo and the preorder. To start with I will repeat the obvious. All the membership accounts are eligible for Factorio alpha access, beta access and full release (when these are made). This is including all the future updates. Whenever someone buys Factorio membership he immediately receives upgrade code and can go and play the alpha right away. On top of this the Furnace Attendant tier promises digital factorio wallpapers and a scenario pack. The wallpapers are ready and if you have the Furnace Attendant (or higher) membership you can download them already. The wallpapers are available on your user settings page. Just click your username at the top right of the screen and scroll down. The wallpapers come in different resolutions. These are some of the most common resolutions in terms of widht : height ratio. If your resolution is not there you might still use a wallpaper with the same width : height ratio and higher resolution. For instance if your resolution is 1280 : 800 you can use the 1680 : 1050 which has the same width : heigh ratio. Originally we promised three wallpapers based on our theme pictures. However we decided to add some more. So at the moment our concept artist is working on two additional theme pictures which will be available as wallpapers as well in the near future. The other highly anticipated perk is the scenario pack. We are working on that right now. The first version of the scenario pack will be available together with the Factorio 0.4.0 release at the end of April. As mentioned already the scenario pack will be work in progress as well. We intend to keep adding new content until we feel "it's right". The Mining Drill Operator on top of these contains the "name in the game" and the Concept Art Book. First backer names will appear in Factorio 0.4.0. If you have the Mining Drill Operator tier or higher you can already insert your name into the form at the user setting page (below the wallpapers). Before every release (starting Factorio 0.4.0) all these names will be collected and exported into the list directly in the game. The names from the list will be used as name tags for different machines in the game, train stations, etc. The concept art book should be released by the end of April as well. Even though our concept artist spent a lot of time with the concepts in the art book we are still not sure whether it is up to the standards. Therefore we will name it version one and it might get updated in the future. Also we are toying with an interesting idea regarding this topic at the moment. We have sort of internal graphical wiki using Google sites. We use it for communication with Albert (main graphic behind the game), for sharing graphic proposals, concepts and finished sprites. What we are considering is to give readonly access to this wiki as part of the Mining Drill Operator tier or higher. This way people could actually see the process of graphical shaping of Factorio. Things that never made it into the game, evolution of some machines graphics, etc. We are still not sure whether this is a good idea so in case you would find this interesting please let us know (email, forum, facebook). Last thing regards the Inserter Constructor. This tier was only available during the Indiegogo campaign. After the campaign ended we sort of felt that the tier was a bit overpriced. That is the reason why for the preorder on the site we created the new tier Mining Drill Operator with pretty much the same content but cheaper. This can naturally happen however we feel it would be correct to somehow compensate the people who bought the Inserter Constructor tier. One thing we came up with would be giving them an extra upgrade code for Factorio which they can use as a gift for someone they know. Again this is something we are considering at the moment so if you have any ideas in this regard please let us know. Ok enough talking. Go and download those wallpapers and put them to your screens;)

Friday Facts #3

Posted by Tomas on 2013-10-11

Hello everyone, this is the third Factorio weekly update. It is scary how fast the week went by. The summer is definitely gone and it has been raining hard for the past two days here in Prague. We spent the weekend by playtesting the 0.7.1. The bugfixes were mostly finished and we were after the balancing. This resulted in two freeplay games in which we both (me and kovarex) managed to build and defend the Rocket Defense in a little bit more than 11 hours. We both used different strategies. Kovarex went after the logistic robots and the beacons, while I tried to keep my factory relatively small and was really focused on researching the rocket defense asap. With the balancing changes we made, the game seems to be well playable again. No more crazy medium biter attacks after 10 minutes. In my game I saw a first medium biter after cca 4 hours and the first big biter after about 9 hours of playing. That seems allright for the regular settings. After the weekend we focused on getting the 0.7.1 out. In the end we managed to do that on Tuesday night, after a full day of work on fixing small issues coming mostly from the Lua API refactoring. The 0.7.1 was received rather well. It still has some bugs though. Especially regarding the enemy expansion. There was this funny save where you stand in the middle of your factory and in like 20 seconds out of the blue sky there appears an enemy spawner and two worms right next to you:) So yeah, there will be 0.7.2. We will put in only bug fixes and will try hard to make this one the stable release for 0.7. After the hectic release we spent the next day trying to relax a bit and put plans together for the next iteration. More or less the plan is now clear. There are three priorities: New terrain - Originally we wanted to spend some time on the players' animation. But then a friend of ours came for a visit. He never saw the game before and his first remark was that the terrain is sh*t:) And he is sort of right. On top of that the terrain is omnipresent. We really want to polish the game as much as possible before the Greenlight campaign so we decided to take a shot at the new terrain and some doodads if there is time left. New main campaign - We consider the demo campaign more or less finished. It still needs some UI love but the content is there. However the main campaign (New Hope) is seriously lacking and it hasn't really changed since the Indiegogo. So one of the goals for the next iteration will be to extend this campaign to 5+ meaningful levels. Having multiple levels will also allow us to better explain some concepts (like trains, logistic robots or signals) to the player. New trailer - We cannot start a Greenlight campaign with the current trailer. It is painfully out of date. We have been discussing a lot of ideas and studying existing successful indie game trailers to come up with something entertaining and competitive. The details are not finished yet, but the main theme would be presenting a factory without "scene cuts". All the transitions between the consecutive scenes would be fluent and performed by elements in the factory. For instance - the camera follows the train which takes it to the next part of the factory. Albert has been onto the terrain for couple of days now. We were playing with an idea to use Wang tiles but in the end decided to go with different size variations of tiles for the same terrain. This should break the grid-like feel of the current terrain. Albert developed his own, simple yet clever technique for creating tile variations rather fast. Basically he creates the tileable edge of a single tile and then just changes the inside for every variation. Keeping everything as 3D models allows him to do all sorts of tricks (like changing the height gradient really fast). Some preliminary results look promising. Here is an example of dry dirt terrain with random machines on top of it: As before the link to the post is in the separate topic on the forum. So you can post your comments there

Friday Facts #181 - Calm before the storm

Posted by Klonan & V453000 on 2017-03-10

Work this week has been progressing nicely on 0.15. We hope we will be able to start our internal play testing soon, as the team works to close off the rest of the major features. Rseding will be arriving here in Prague next week for another of his infamous visits, and Harkonnen will be joining us shortly after, so the office will be prepared for tackling any issues that may arise. Since we are going to be spending the next period polishing and fixing what we already have, you can look forward to some less interesting FFF posts in the coming days. Take the lack of exiting new topics to cover as a good omen that the whole team's effort is on getting everything ready for the release.

Friday Facts #165 - Death by a thousand cuts

Posted by Rseding91 on 2016-11-18

Mod settings Right now when you want to customize a particular mod you have to: Know what folder the mods are stored on your computer Unzip the mod Figure out what line of which file has the thing you want to change Save and optionally re-zip the mod Hope what you changed is compatible with the way the rest of the mod works The game also forces everyone playing on the same multiplayer session to have identical mod files so any changes you've made make it impossible for you to join others unless they also have made those changes. This also makes it difficult for mod developers to troubleshoot bug reports because they don't know what you might have changed. This is obviously not so great and I want to address the main problem: there's no good way for mod developers to give users any portable way to configure their mods. To fix this we're going to add the ability for mods to define settings that will be presented like our in-game options menu now under a new section "options -> mods". This will let mods give some basic information about what kind of setting they have and we can present it to the player in a (hopefully) nice GUI with verification and feedback about why what they've entered isn't valid (if it's not valid) as well as the ability to change them runtime should the particular setting allow it. We can then sync these settings on joining multiplayer sessions (or not should you not want your settings to carry between games) and everything will just work.

Friday Facts #213 - The little things 2

Posted by Klonan on 2017-10-20

Hello, we are still here, working on the game.

Friday Facts #182 - Optimizations, always more optimizations

Posted by Rseding91 on 2017-03-17

I've done several optimizations around the game update over the past few game versions but in 0.15 I decided to also look at some of the game GUIs. In particular there are 3 GUIs which tend to take a large amount of time when visible: the production stats, the trains view, and blueprint tooltip previews.

Friday Facts #113 - Better rail building

Posted by kovarex on 2015-11-20

Hello, 0.12 will be stable soon, so is a good time to start making you want things from 0.13 right? :)

Friday Facts #76 - MP inside out

Posted by Blue Cube on 2015-03-06

Today's edition of the Friday Facts has been written by Blue Cube, enjoy! Hello fellow Factorians! I'm breaking away from our magnificent testing / team building session here at our office to bring you more babbling about the development of your favourite game. This time there will be less of the regular "fixing bugs, fixing multiplayer, designing spaceships" theme from the past weeks and the post will be a little more technical, focusing on the workings of our magical multiplayer code.

Friday Facts #198 - Rail segment visualisation

Posted by kovarex on 2017-07-07

Hello, after weeks and weeks of going through bug reports and fixing stuff (after all 0.15 was one of our biggest releases), it seems that we are approaching the end of 0.15 stabilisation. The (wishful) plan is to have a stable candidate for 0.15 next week. Sadly, this will change our attention to just different category of bugs: Those that we plan to fix for the 0.16 as they are not so critical and the changes required to fix them are too big to be done in 0.15 at this point.