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Friday Facts #379 - Abstract rewiring

Posted by boskid, StrangePan, Klonan on 2023-10-06

Let me show you around. That's our lab table and this is our work-stool. And over there is our interplanetary space-platform! And here's where we keep assorted lengths of wire. Whoa! A real live space-platform! We designed it ourselves. Let us show you some of the different lengths of wire we used.

Friday Facts #24 - Inserter reskin

Posted by Tomas on 2014-03-07

Hello, The title says it clearly. After a long long time, one of the most core elements in the game has been graphically redesigned to fit the art direction. Albert played around with couple of shapes and in the end the winner is surprisingly lightweight and elegant. If you are impatient to see how the new inserters look like, then scroll down and check them out on the screenshot from one of our playtesting games. This is one of our many final preparations for the new trailer, which has been supposed to be finished so long time ago it is not even funny. Today we have released the 0.9.2. Regular bugfix release at regular time with regular expectations (meaning that more bugs are expected to be found - the forum users are becoming pros in this :)). There are also couple of small balancing changes that should make the game slightly better (namely that poison capsules will hurt worms as well now, oil industry is not needed for making cars and trains and that pipe to ground is longer). Check out the details for yourself. While this release still will probably not become the stable release, we feel we are slowly getting there. We are about to start planning what to do after 0.9 is stable. As mentioned couple of times in the past we feel that the time has come to take on the multiplayer. This will be a gargantuan task indeed - at least for us, maybe Chuck Norris would wrap up the whole thing by simply giving the 0s and 1s on the hard drive an angry look. But he has better things to do I guess, so it is up to us to do it the old fashioned way - designing and writing the code. So the MP will be developed in a separate branch by +- 2 people (we will be rotating), this will leave some small development power to carry on with the standard release cycle - working on little features and improvements, integrating new graphics, etc. And just to clear up the speculations, the next planned release will be 0.10 not 1.0 :D Now a small rant on Indie vs. AAA. Recently kovarex has played quite a bit of Starcraft II - namely the Terran and Zerg campaigns. I was watching him playing now and then. He was extremely positive about the whole experience. Namely the level of detail and playability were supposedly superb. Playing AAA games can be quite intimidating for the Indie developer. But then there are the credits. It turned out that SC II was done by a LOT of people. We don't have the exact numbers but we suppose there will be like couple of hundreds of people in the team. We have 4 people in the core team now (plus we work with freelancers here and there). So we made some rough estimates taking into account that SC II took 7 years to develop and it sold around 5M copies. Let's presume it will take us at least till next years summer to "finish" the game (see the last post:)). Let's also assume that we will manage to sell 50k copies by then (which we believe is doable). After some rounding (yeah many things can be achieved by "good rounding") and some math we get that we could have 0.5% of costs and also 0.5% of revenue compared to SC II. So in the end the Indie vs. AAA struggle doesn't look that futile :) We are always eager to learn what you think at our forums.

Friday Facts #424 - Gleba Pentapod Enemies

Posted by Earendel on 2024-08-16

Hello, It is time. STOMPY TIME! If you don't want spoilers on enemies and want to discover them naturally then you might want to skip this one. Let's continue the story from FFF-413. A trumpeting scream quietens all the small animals. You hear the breaking of waves followed by stomping: earth-shaking steps that are getting louder and louder. Looking in the direction of the sound, you see a cliff rising to a tall hill. The fungus at the top shakes a little with each stomp, but the source is somewhere further behind the hill. You ready your weapons, but the sound stops getting louder and instead moves to the right, then gradually fades into the distance. Whatever it was, it was big. After climbing the hill to investigate, you see a valley on the other side. Some large translucent green eggs float on a raft of slimy foam in a pool of shallow water. You get closer. The eggs are soft like jelly, the portion above water sagging under their own weight. In the centre is a dark blurry mass of... tangled limbs and eyes. This video has sound. Also available on YouTube in 4k. Suddenly the egg erupts and a clawed limb swipes at your face. A strange creature wriggles around in the water trying to claw at you, and through the splashing you make out 5 limbs like a starfish. A bulging head-like structure has many eyes on one side and a sponge-like material on the other. On the sides of its head are crests of transparent blisters that are inflating with air to form something like a paddle or wing. It drags itself around like some sort of ravenous tentacled baby. With the occasional lurching movement it launches itself at you, trying to grapple you with its limbs and bite you with its underside. The claws glance off your energy shield with minimal damage. Your personal laser defence springs into action and in a flash of light the newborn is cut to shreds. The laser then switches targets to the egg raft. A few moments later all the eggs burst into a horrifying swarm of angry thrashing creatures. The sea of flailing limbs and odd movement makes it difficult to target individuals. You bravely retreat back to the cliff and equip the flamethrower to protect yourself with a wall of fire. The undaunted wriggling creatures run straight into the fire and die soon after. Another trumpeting scream pierces the sky but this time it doesn't sound distant at all. A slender towering creature stares straight at you with its large bulging eyes. It strafes sideways circling you, gracefully stepping over cliffs and tree-like fungi with its 5 thin legs. It launches something from its head, a projectile high into the air and arcing toward you. You start retreating, but 4 wings spring from the sides of the projectile and it steers towards you like a homing missile. The flying creature rams into you, grappling you with its clawed limbs and slowing your movement. You throw it down to the ground and it becomes indistinguishable from the Wriggler you dispatched earlier. Your laser defences make short work of it, but without warning, you're struck by another projectile creature from the other side. Another Strafer has arrived and is also bombarding you. Both Strafers are staying out of range of your automated laser. You dash towards one of the Strafers with your submachine gun in hand, but as you do the Strafer to your front retreats and the other advances. They seem intent on keeping you at range, constantly circling while flinging homing projectiles. No matter, you have another weapon up your sleeve. You dash forwards again, this time with a rocket launcher in hand. A rocket snakes its way through the air and blasts its way into the first Strafer. The creature shrieks and attempts to retreat, but another rocket is already on its way. The second rocket strikes unerringly and a moment later, the Strafer is blown apart leaving a cloud of pieces to rain down on the swamp below. Stomp stomp stomp. The stomping has returned. A colossal spiked shell rises into view from behind a hill. It strides effortlessly over a cliff with its 5 huge armour-plated legs. This creature is clearly related to the others, but it is far heavier with a wide stance and thick legs. The central body or head region is like a shielding shell with small eyes peering through narrow holes. You fire some rockets at the Stomper and they do some damage, but nowhere near enough to take it down. You have very few rockets left and they won't be enough to kill the Stomper so it's better to save them for the other Strafer (which is difficult to catch otherwise). The Stomper charges towards you. Even with your exoskeleton equipment the Stomper can outrun you. You stand your ground with the submachine gun but you can't dodge effectively while you fire. As it gets close the tremors stress your shield, and thrown debris from its stomps pummel the shields further. The creature lands a foot directly on you and your shields falter. That hurt. This isn't working. You start moving again, not to outrun it but to outmanoeuvre it. It may be faster than you in a straight line, but it can't change directions as quickly. The other Strafer is still alive and flinging new enemies at you from a distance. By switching between dodging movement and bursts of SMG fire, you're able to evade most of the Stomper's damage and keep the number of Wrigglers low enough to not get overwhelmed. You wait for an opening when you're not being stomped on, swarmed, and the Strafer is in view. Away go the last 2 rockets and... success. The last Strafer falls dead. Now it's just you and the Stomper. A duel to the death. While continuing to dodge its feet, you make your way to a larger area of land to make your last stand. No more rockets. Gun ammo is low. Time for the flamethrower to shine. As you circle each other, you douse the arena in flames. The dance continues in flames until one of you falls. More fire, more spinning, more fire! The world becomes a hazy blur of flames, smoke, and death.

Friday Facts #260 - New fluid system

Posted by Dominik on 2018-09-14

Hi Factorians, This is Dominik, and my first FFF post ever! I will use this opportunity to talk to you about the exciting subject of pipes. Yeah, I know, right? Spring came and with it Twinsen, saying "Pipes suck. Two people already tried to fix it and failed, who wants to be next?", and I’m like "Hey, that’s just pipes, you just make a simple simulation, simple AF. I’m in." The conditions were even quite lenient: Fluids get where they should. They should act in a predictable manner, with reasonable splitting/joining in junctions. Fluids can travel instantly, if need be. Respect the pipe throughput limitations. Flow can be viewed on the pipes. Don’t do f**** up stuff like running in a circle indefinitely, sloshing back and forth endlessly etc. Should be faster/more UPS efficient. I am mostly working on the new GUIs, but still, the fact that summer is over and pipes are not done, kinda shows how simple fixing them is. Very naive I was.

Friday Facts #33 - Announcements

Posted by Tomas on 2014-05-09

Hi guys, the week since releasing the trailer has been a ride. We have got great feedback about the video, lots the requests to make a youtube coverage or blog preview of Factorio and the general awareness of the game is rising. The hedgehog (our mascot) is extremely happy about all this (or maybe its the spring).

Friday Facts #280 - Visual Feedback is the king

Posted by kovarex, Twinsen on 2019-02-01

Hello, as we learned countless time before: Visual feedback is the king! Especially when the GUI is as complex as the Train GUI.

Friday Facts #41 - Back to the MP

Posted by Tomas on 2014-07-04

Hi there, past couple of days have been absolutely wonderful back here in Prague. Pleasant temperatures, mild wind and summer atmosphere. This has made our free time moments even more enjoyable than usual. Another great thing is that our office is situated in an old and sturdy house. So it retains a reasonable temperature without any air conditioning even when it is 30+ celsius outside (not yet:)).

Friday Facts #296 - All kinds of bugs

Posted by Klonan, Rseding on 2019-05-24

Cars/Tanks remember their color Klonan This really is a tiny feature, the car and tank will now save the color of the passengers when they exit the vehicle. So now you won't forget which vehicle you were driving, and can warn everyone else on the server: "Pink tank is mine".

Friday Facts #118 - Improving productivity

Posted by kovarex on 2015-12-25

Hello and Merry Christmas, there are no holidays that stop us from informing you about the progress of Factorio development, so enjoy :)

Friday Facts #224 - Bots versus belts

Posted by Twinsen & Kovarex on 2018-01-05

The 0.16 stabilisation update (kovarex) We had quite a lot of critical bugs after the 0.16.8 release that introduced the logistic chest finalisations mentioned in the last FFF. I'm sorry for the trouble, but it is called experimental version for a reason. It seems that 7 releases in the past week has been enough to stabilize it. We are finally in a state, where we are fixing more bugs than are reported, and we are reaching the first boundary of less than 100 active bug reports. It seems that the most urgent things are to be be finished soon, and we could find the needed time to dive into the belt logic to be able to consolidate it. This is my plan for the next week.