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Friday Facts #107 - The Wedding

Posted by Tomas on 2015-10-09

Hi everyone, another week filled with bug fixing, technology sprites work and general small issues, has passed. Our internal wish to get the 0.12 stable before 0.12.10 release just flew by laughing merrily. But that will not stop us. Step by step we continue=) The Wedding The title says it all. Tomorrow is Kovarex's wedding day. The ceremony is going to take place in the countryside and we will stay at the venue till the next morning - afterparty, playing board games and stuff=). Kovarex is already at the spot doing some preparations but if there is a message you would like to leave him, you can use the comment thread on the forums . No Greenlight So there will be no Steam Greenlight. We were in touch with one of the Valve employees and they made us an offer to enter Steam directly without going through the Greenlight process. This is something that we will gladly do because that means less things to worry about (we have quite some of that already). Speaking about Steam. We have drawn quite good inspiration from community forum discussions following past Friday Facts episodes. Namely the ones regarding when to enter Steam and how to promote the game . So as for entering the Steam, we have settled to aim for January 2016. As usual this is a plan and plans can change (especially when it comes to Factorio release announcements=)). Gameplay preview Regarding game promotion, we have decided to give it a shot and create a gameplay footage / preview video. Basically it would be a short (less than 2 minutes) video that shows basic game mechanics and how the game is played. If the trailer gives a taste of Factorio (and it is a first video we expect potential player to see) this gameplay preview should be the 2nd video and it will give him a "glimpse on the menu". At the moment we are in the planning stage but we will make sure to keep you up updated. Also we are getting in touch with some professional (Indie) game promoters to see if we could work together and give more shine to Factorio Steam release. If you have more recommendations regarding our planned Steam launch please share them (ideally on the forums). It is a great source of inspiration for us. Community spotlight I would like to start a new section here in the Friday Facts when we ocasionally introduce interesting content from the community. The thing is that the Factorio community-generated content (mods, youtube videos, tools, suggestions and tutorials) is getting quite big and it might be of a good value to people who are not up to date with what is happening. It will of course be biased by our preference=) So here we go. For today I would like to mention an interesting video series made by Negative Root. Negative Root is very active Youtuber with quite some Factorio content. What I especially like is the variety in the content he produces. He has an extensive tutorial series (also higly recommended), break the game series, couple of regular Lets plays etc. The one I have chosen for today is his Factorio Fixit series. So the idea is that Root Negative "visits" other people's factories, inspects them, improves them and also gives ideas on how to do things more efficiently. And this whole process is recorded. Something like Factorio public consulting. Root Negative has played the game a lot (a LOT). So he has quite some experience to share (judging from the videos much more than me for instance :D). Making a series like this gives a great value for the person who made that factory as well as for general audience who is interested in improving their factory building skills. The series has been running for a long time so there is plenty of "study material" there. Below is a recent episode where he is dealing with building blue science setup. Team update On monday, Vaclav has reinforced our GFX team as we have announced in the past. So we are now 10 people sitting at the office. Actually, yesterday we went to take a few photos of the team. The team page update is coming soon. Stay tuned. That is it for today. The commenting thread is where you expect it .

Friday Facts #42 - Shadow troubles

Posted by Tomas on 2014-07-11

Hello, magical edition of Friday Facts doesn't bring The Answer to the Ultimate Question of Life, the Universe, and Everything, but it does bring news from our studio and development efforts. Kovarex came back from Greece for couple of days before going on another vacation - a small Go camp in Czech republic. Me and Albert we took the opportunity of beatiful weather on Sunday and did a trip to Hazmburk castle ruins not far from Prague. On our way back we stopped at my parents' summer house for relax and loads of home grown fruits :D Oddly enough the following next two paragraphs have the same titles as in the last edition of Friday Facts :)

Friday Facts #203 - Logistic buffer chest

Posted by kovarex & Klonan on 2017-08-11

Further optimisations I finished the item stack optimisations mentioned in FFF-198, and was able to do some performance tests. First I tested how many stacks on a big map actually need to use an externally allocated object (Item), and how many of them are plain. On the huge map I tested, it turned out that only 36K out of 1M stacks need the Item object. These were mainly science packs, as they need it for the progress of how used-up they are (and now when I think about it, it could also be omitted by only using the objects for science packs that are partially used up already). Overall factory performance was increased approximately 2% by this. It is nothing huge, but every bit matters. One of the programmer that has read access to the code (Zulan), came up with a pull request that improves performance in Factorio by prefetching memory in the update loops ahead. The problem when normally updating objects is, that CPU asks for memory representing the object. The memory is slow, at least compared to the CPU cache or the CPU speed. The memory transfer speed itself is not that slow, but the waiting (latency) time between ordering and receiving it is. This means, that what very often happens is, that CPU orders data of next entity from the memory, then it waits for quite a long time to get it, and then it does its logic. The memory prefetching partially solves it by doing this: Order data of the next entity from memory (prefetch) Do the logic of the current entity in the meantime Go back to start The overall measured performance improvements vary between 9-12%, which is certainly a nice addition.

Friday Facts #320 - Color correction

Posted by Albert, V453000 on 2019-11-08

Color correction Albert, V453000 Factorio is in a state that even though is not yet finished, it is very close to its 1.0 version. That means that most of the work is done and we are polishing the game in order to make it bright. That's what we've been doing for the past 2 weeks. Literally making it bright. Since years I wanted to do this post-production work. But I didn't dare to do it until most of the graphics were finished. I was afraid of breaking the consistency of the look and our production pipeline. Now it's different. There's only a couple of entities to re-design and some other stuff to do, but in general this missing details are not affecting the possibility of working in the post-production. Factorio is a dark game. I mean conceptually. All these things about industrializing a planet, polluting an entire world just for the sake of the factory, and killing all its inhabitants are not precisely happy concepts full of light. This old article could explain better my thoughts regarding this concept. But the look of the game was dark, too dark. So we cleaned it up without betraying its spirit. Like restoring an old painting. The difference can be subtle, but very effective. We added more light, and a little bit of color saturation. Adding these general changes to the entire sprites collection is not an easy task. Many sprites were badly affected by this general correction. V453000 was fixing individually the broken sprites and icons in order to keep the consistency with the new context. We took the chance to work on the terrain a bit further. Not only this color correction was applied, but the contrast and integration with other terrains was also improved. Also experimenting with the color of the trees, trying to achieve a more colorful feeling with the excuse of an alien planet. I have to say the Alien Biomes mod was opening my mind - a little - to experiment with the color a bit further. In order to break this general brown feeling, we added a more orange tonality to the sand biome. Here is where you can see the difference more. Going further to too saturated colors is dangerous, after all, the terrain is a background that should provide a good and comfortable contrast with the entities and the icons. Touching terrain colours means touching map colors also. We were very keen to keep the visibility of the map information and the similarity with the terrain. The result is a more vibrant look in the entire game. We tweaked the night also. Thanks to posila and Wheybags, we can use LUTs (Look up tables) to dynamically modify the colors. Instead of playing with the alpha channel of a solid black layer on top of the game. Now we can gradually move to a different color palette for night with more control. So the colors are losing their saturation and becoming more blue and cold. This is important, because part of the annoying darkness of the game comes from this black layer. We are still experimenting with this LUT, and the transitions of day/night cycles. I'm pretty sure also that I will have to touch the map colors for some missing details and fine tuning. Possibly there is some entity that is not in its best shape with these new color palettes, and maybe we keep tweaking the terrain. But I feel very confident with these additions and I'm very sure that these changes will improve the experience of playing Factorio. After playing with these colors, the feeling is good. I hope you see it the same way.

Friday Facts #133 - The train struggle

Posted by kovarex on 2016-04-08

Hello Factorio players!

Friday Facts #301 - Crash site: First state

Posted by Ernestas, V453000, Albert, Rseding on 2019-06-28

Crash site: First state Ernestas, V453000, Albert For many weeks now the GFX department has been focused on preparing replacements for the placeholder graphics of the campaign crash site. The subject as usual is not that easy because we had to first solve the main concept of the crash site. It happens that those new entities belong to the Factorio universe, but they come from a different reality than the usual DIY/diesel punk of the game. So we had to invent a new way to design machines that look like Factorio but that are not too familiar. Here a proof of concept of the look: The concept is that the big (medium) spaceship broke into pieces as it crash landed, and lost many components that the player, during the introduction, will repair and use for his own profit. The look of the spaceship remnants are a little bit based on the designs of the 60’s/70’s pulp Sci-Fi. Fortunately we can keep the look of Factorio due the accident, which allows us to destroy and dirty up the machines show many inner mechanical details. It is also part of the concept that all the machines that the player builds, are based on an existing technology from his home planet. So the machines that we see in the regular game are like 'cheap' versions of the original ones. For the lab, we keep the dome shape and the beams inside in order to keep consistency with the regular laboratory. So slowly the player gets used to the meaning of the shapes. The generator is similar to a substation -more or less-, connectable like a pole but it also produces electricity. Sometimes we really have to invent. This works like an assembling machine. The design is more based in the (yet unshown) redesign of the assembling machines, rather than on the actual 'classic' ones. These cylinders are like chests. We decided to make them cylindrical instead of a box for this difference in technology level that we are speaking about. The player will recognize them for the shape, color, and they also always have a number printed. You don’t really want to know the meaning of the numbers. All this new content is a work in progress, and we made these new entities first for the testing of the campaign. Based on feedback with testers we will have the chance to tweak and adapt whatever is necessary. In the case of the introduction, the positioning of the entities can have a large impact on the flow of the gameplay. Once we are more sure of the final placement, we can see how all the pieces will fit together. The next round for the crash site is the main crashed spaceship, and some other assets that converts the scene into a full composition, more proper for the introduction of the game.

Friday Facts #245 - Campaign concept

Posted by V453000 & Abregado on 2018-06-01

Being brought in to create content on a very mature project has been an interesting experience to say the least. One of the first things I did was analyse the features of the game and which kind of player the game currently supports. The obvious thing is that Factorio Freeplay strongly attracts and engages players who enjoy an open-ended sandbox type of game. Achievement statistics show that only about 11% of players on Steam have ever launched a rocket, which currently means 'won the game'. What about the other player types? Well for those that are new to the game, or unsure if they are interested, we will have the New Player Experience. This is a free, combined tutorial and demonstrator mission which we discussed in FFF-241. But what about those that prefer a guided experience? This is the sort of player who wants to play the game, and experience all of what it has to offer, but wants to be taken on a journey. For these players we have the campaign. Why do we need a new campaign at all? We find that the current campaign: Does not include all the Freeplay content as it currently ends after Advanced Circuits. Severely limits player investment by forcing a new factory to be built each mission. Does not convey the feeling of loneliness that the Freeplay does. Is showing its age visually, as it was made before high-res textures and the terrain rework. To solve these issues we have set about designing new Campaign elements to act consistently to provide the player with a guided experience all the way from Science pack 1 to Space science packs. The first step to achieving this is to have the map border expand each time the player completes a section of the main 'quest line'. This means that the player never loses any of their progress, and as long as these transitions are presented in a smooth way, the jarring effect of the old level restarts will be removed. Having a continuously expanding map presents many other challenges, but we are confident that it will be worthwhile. This style of level will fit with the style of Factorio much better. Such a map should also end up being as huge as a regular Freeplay environment so as to better place importance on exploration. Exploration in Freeplay is generally player motivated, such as when you are almost out of iron and need to find that next big patch. In a guided experience, letting the player know that there is something out there can give them impetus to dive into the unknown. This brings us to technologies. Now that we have removed level transitions, we have also shot ourselves in the foot. How else will we deliver the technology tree in chunks? Simply making the entire tree available from the start of the game will cause all sorts of balance issues. In our NPE discussion we stated that new recipes should only be given to the player via research. In the campaign, unresearched technologies will only be given by moving to given locations on the map. These would include some non-generated terrain and pre-placed factory structures to help to player see where they are. These could also help to show concepts and workable designs, one thing that the current campaign does do well.

Friday Facts #251 - A Fistful of Frames

Posted by Klonan, posila on 2018-07-13

Factorio at the National Library of Technology Prague (Klonan) If you are in Prague this summer, and wanting to satiate your Factorio cravings, you can stop in to the National Library of Technology Prague, where Factorio is loaded onto 150 computers for all to play. Entry is free for all visitors Monday to Friday 08:00 - 22:00 until the 31st of August. The PC's are running Linux (Fedora), loaded with a custom build of the game HanziQ put together, and you can host LAN servers and play with your friends. On the 23rd of July we will be hosting our own Factorio LAN party at the library starting at 16:00 CEST (Prague time), so you can come along and play with us. It is advised to bring your own set of headphones if you are going to attend.

Friday Facts #124 - Steam Status I

Posted by Tomas on 2016-02-05

Hi there, the Steam date is looming and we haven't been sitting with the hands in our lap just waiting. So here comes a report of what is going on and what will change with the Steam release on 25th of Feb 2016. The Price We have decided that the Steam release is a good opportunity to adjust the price of the game. The referential game price will be set to 20€ / 20$ (well 19.95$ because that is how Steam rolls). Steam has a feature of providing different pricing in different countries and we will probably follow their recommended pricing in this regard. Which means that in countries with generally lower purchasing power the game might be cheaper than that. The game price at the webpage will be set to 20€ as well to match the Steam referential price. There are couple of reasons for increasing the price. But the most important ones are: We feel the game is closing a stable and feature rich state that justifies such a price (judging by other games in the market). Scenario pack will become part of the basegame which adds more content (see details below). Naturally Steam will take their share from every copy sold for distributing the game (however this is expected to be more than offset by the amount of potential new players). We need $$$ for world domination=) And besides houses in the Hawaii have become more expensive lately ... So the bottom line is: if you have a friend who is still hesitant about buying the game now and the price difference would matter to him / her, let him / her know =) The Keys Every user who has bought some version of our membership will have a possibility to get a Steam key for the game. This will most probably be implemented via an interface at our website. What I have in mind is a simple form in the User profile page which will assign a Steam key upon request (clicking the request button=)). This functionality is not yet programmed but it will be done very soon and available together with the Steam launch. Steam doesn't have a web api to generate Steam keys, but we will prefetch a (hopefully) substantial amount of those and then assign them to users automatically from this batch. Our current approach is that the player's account at the website will co-exist with the Steam account (if requested). That means that player can download the game from our webpage or via the Steam. His / her choice. This is provided as a convenience for the existing players and the generated Steam keys are not meant to be distributed / given / sold to other people. We will put a clause about this into Terms & Conditions. In case that a significant portion of Steam keys would be given away / sold to other people then we reserve the right to alter the approach. One option would be that the game would be available via Steam or via our webpage but not both. Hopefully that won't be necessary=). We haven't made a decision yet, whether unpaid memberships will be able to get the steam key as well. This includes memberships given out for free in promotions (i.e. over the Youtube, Twitch) and testing in the early stages of development. If you are unsure what your membership is, you can check it out at your profile page when logged in. The Scenario Pack Starting with the game release on Steam, the Scenario Pack will be distributed together with the basic game itself. This is quite a big change=) Our motivations are following: We believe that Scenario pack contains some really interesting content that gives prominence to different aspects of the game than the Campaign and the Freeplay. Exposing this to wider audience feels right. Having the Scenario Pack in the base package (and not as a paid content) takes away some pressure for updating it. Though we still have ideas for additional scenarios / mini campaigns. Adding the Scenario Pack gives more justification to increased price. The Tiers & The Content There will be no tiers on Steam. There will simply be one package with the game itself, which will also include the content of the scenario pack. The wallpapers will be made public for download. The 0.12 features a new soundtrack. We plan to make this available for purchase as a standalone DLC. This is meant for users who want to support us and our music composer beyond the scope of the game. This is probably all there will be available to begin with. We might add a possibility to get the name in the game as DLC in the future, but that is not decided yet. On our webpage the tiers will be reduced to Transport Belt Repair Man (might lose the fancy name and become just "The Package"). This will be the game itself with the content of the scenario pack (same as on Steam). It is not clear yet if we sell the soundtrack as DLC on our webpage as well. These changes come partly from the incentive to have the same content available on the Steam as on our webpage. Also there has been little attention from our side to update the content in the Furnace Attendant and Mining Drill Operator tiers. For instance the wallpapers or the graphical handbook are ridiculously outdated. We really appreciate players who have supported us by purchasing these tiers, however we feel that most of that additional content has become obsolete and it is time for a goodbye or reintegration to the basic game (as in case of scenario pack). The Marketing Scott has moved to Prague and has been working with us in our office since the beginning of this week. He has been spending most of his time reaching out to youtubers / streamers / bloggers and other potential marketing sources. Basically we are trying to prepare a sort of a "general public hit" alongside the Steam release. Even though we are directly "pushing the game out there" we would still appreciate the help from you guys, the community. We will be sending out a "call to arms" email when the game has launched officially notifying existing players that the game is now available on Steam. When the game has launched, it would be great to see existing players come over to leave a review, help out new players from Steam or invite their friends to join them for a game of Multiplayer. However if there is something you feel you could do to help promote the game even before it launches on Steam (i.e. recommending it to your favorite youtuber) that would be of a great help too. The Trailers As announced earlier, to celebrate the Steam launch we have decided to make another trailer. This new trailer (we call it Trailer 3 or Gameplay Trailer) is a collection of mostly real scenes from the game giving the taste of how the game is actually played. After heroic effort coming mostly from Albert, this has been finished by now. It will be made public on the launch. Something for you guys to look forward=) The current trailer has been visually (and a bit in terms of content as well) improved and will also be made public with the game launch. We call this one Trailer 2 or the Teaser, because it gives a taste of what the game is about. And to add a bit of nostalgy, do many of you still remember the very first trailer (Trailer 1) which we made for the Indiegogo campaign? It was made in less than a week and then re-made within a few hours before the launch of the crowdfunding campaign (which happend at 8 a.m. after a sleepless night). Some of the phrases (voiceovered by a polish narrator) became kind of memes at a time (i.e. "fix fings"). Oh boy, that feels like in another life=) The Bonus Screen So to compensate for the wall of text below is a screenshot of one of the upcoming features in the 0.13. We have added a little side gui that will provide clickable shortcuts for couple of existing windows (i.e. Main Menu, Production Statistics) and couple of new windows. One of them is the Bonus Screen. This shows what Bonuses has the player researched / obtained. This is quite useful information which was not avaiable until now. Next week will be more focused on new features we are working for in 0.13. And it is imho quite interesting stuff, so stay tuned. To keep up with the tradition, if there is anything you would like us to know, join the discussion at the forums.

Friday Facts #330 - Main menu and File Share Shenanigans

Posted by Twinsen, wheybags on 2020-01-17

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.