Hi everyone ! So we have a brand new release of Factorio for you packed with new features, improvements and bug fixes. The game is still far away from being graphically complete (surprise) but the gameplay is slowly getting where we would like it to be. So here is a short teaser for some of the new features: Technologies Build labs, create science packs and discover new recipes and improvements.Logistic Robots When your factory gets big use small flying robots to ease the transportation of material.Signals This has already been in 0.1.x, but now it has been tested and verified. Define conditions to switch on / off certain inserters based on number of items in your chests. This is perfect for controlling how many items are produced.Day night cycle Are you scared of the dark ? Well, too bad ...Graphic polish Character animations (mining, shooting, standing), light sources, mining particles, rocket smoke ...Freeplay There is a simple freeplay mode in the full version now. You play on the unlimited map full of enemy bases with scarce resources. Your task is to build a rocket defense for soon-to-land spaceships from the earth. The rocket defense is meant to protect the ships from potential allien attacks. However in order to build the rocket defense you need to research appropriate technologies first. And to spice it up a bit in order to research certain technologies you will need allien artefacts which you get when you destroy allien bases. So you will have to craft that shiny looking flamethrower and go out there get some artefacts. As usual the demo is downloadable without any restrictions and without signup. A lot of features that have been added are not available in the demo though (nor are the 2 extra missions). If you would like to play the full version, just send us an email at "factorio (at) factorio (dot) com" and we will give you a free download key for the full version.
Hello, We all love building bigger and bigger, but hitting the UPS ceiling really puts a damper on the mood. Thats why we must continue our endless quest to optimize the game.
Hello, we are going to focus on the general improvements of the way circuit network is used in the game. I wasn't using it often, because all the problems combined made it too big of a hassle most of the time, which was an indication of problems. So we improved each part of the process of using it a little, from UI, to feedback of what is going on, to stronger/more accessible combinator functionality. I can say that it worked, at least for me. Once these changes were available, I used the circuit network way more in my latest playthrough, and it felt good, so lets hope it won't be just me :)
Hello, We've had a lot of requests to talk about map generation. It's difficult to talk about map generation without first explaining noise expressions. From time to time we need to talk about noise expressions anyway because they are a critical part of the game, but I don't think we've ever done a good job of explaining what they actually are at a high level. We will a closer look at planet mapgen again in the future, but for now this will introduce the basic concepts and act as a primer for later.
Hello, Today we will be looking at (and listening to!) many of the sound improvements we have been working on for 2.0.
Hello guys, Factorio 0.5.2 release has just been marked stable! The 0.5.0 has been released more than two weeks ago however it took a while to stabilize. We listened to our users and fixed loads of annoying bugs. The biggest thing in the release was probably the visual update. Factorio finally got a decent looking gui and menus. Though many people claim that they don't care about the (gui) visuals we think this is really important. The broader audience often judges the game already by looking at the first menu screen. And the old looks were not really helping there. As part of the gui update we tweaked some UIs - for instance the recipe gui now contains the tabs for different categories. This allows for easier navigation in the growing list of available recipes. Apart from the gui the visuals of quite a few entities were updated. There are still a lot of patches and inconsistencies in the game, however we are slowly improving the arts and (hopefully) preparing the game for wider audience. There is a new boiler, steam engine, pump, pipes, mining drills, locomotive, splitters, lamps and radar. The next target for visual face lift is the terrain=) Another important (yet technical) improvement is the new auto updater. This allows the players who have purchased the alpha version of the game to receive new versions automatically when they are released. The game connects to the server on the startup and after login / password authorization, checks for updates. This feature can be switched off if the user wishes so. When automatic updates are switched off Factorio will not try to establish any connection over the network. We respect users privacy. Factorio has no DRM protection mechanisms. The point of auto updater is to make the life of people who bought the game easier by removing the hassle of downloading and reinstalling the game when new version is released. As usual the release contains tons of little improvements. You can find the full changelogs on our forums in the news section . We have also recorded a video about the major changes in 0.5.x. You can check it out at our youtube channel. Stay tuned - there will be more Factory news coming in the summer.
More remnants Dom, albert As for the conclusion of the topic opened in the FFF-288 we finally decided to go for a balanced solution in which the player can recognize what entity was destroyed and also walk through them. The solution of going up in the Z-axis is really attractive for designing the destroyed models, but it gives a lot of headaches to the game designers due its need of a bounding box. We are planning also a generic set of remnants for the modders who don’t feel like making the destroyed version of their own machines. Here an example of how a factory can look after a biter attack: These remnants are still a work in progress, many of them are not yet finished and we are planning more iterations with this subject. By now you'll find a sneak peek in today's release (0.17.36).
Hello, When playing with trains, you tend to spend a lot of time building train stops. In my latest playtesting, I noticed a few annoyances and pain points, which we will go in to today, along with some other improvements for 2.0.
Hello, we have shown some bigger things recently, so it is time to also show some smaller things, because the bigger things wouldn't shine that good without the smaller things working properly!
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.