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Friday Facts #90 - Trying to be on schedule

Posted by kovarex on 2015-06-12

Hello, it is starting to be quite hot here and summer just started. We started to play games during Fridays (at least part of the day), and today we played Don't Starve together which is kind of addictive to be honest, so I really had to force myself to stop and give you some Factorio updates.

Friday Facts #420 - Fusion Reactor

Posted by Earendel on 2024-07-19

Hello, I'm sure you're familiar with the good old Nuclear reactor. It's a fission reactor that makes a lot of power in conjunction with its steam turbines. The nuclear energy system is unlocked on Nauvis, and in the context of Space Age, that makes it an early-to-mid game unlock. For the planet Nauvis, nuclear power is great for the whole game. Water is endless, and uranium is plentiful. For space platforms it's not ideal because it takes a lot of water and a fair amount of space. Solar panels are so good in space, especially near the sun, that it's harder to justify a reactor on a small platform. If you're mainly going around Fulgora then nuclear becomes more competitive because Fulgora has more ice from asteroids and less solar energy. Later, when you head to the 4th new planet, nuclear becomes a much better option because the solar power is so low and ice is more abundant. At that point, you've had nuclear as an option for all the 5 planets (although you probably don't use it on all of them), and a few space routes, so it's time to unlock a new and exciting energy system.

Friday Facts #295 - New design for the chemical plant

Posted by Ernestas, Albert on 2019-05-17

Hello, the bugfixing period boringly continues, we got down to 159 active bug reports, so in few weeks we should be finally down with this burden. But at least the graphics department has something new to show:

Friday Facts #26 - How to satisfy achievers

Posted by kovarex on 2014-03-21

Hello, the spring officially started today here in the Czech republic and it is really beautiful weather here. This is nice, because the "I need to have a break" kind of strolls are much more enjoyable now. I don't want you to confuse with terms you don't know, so you can read in this lengthy article that players can be roughly divided into 4 basic categories Achiever, Explorer, Killer and Socialiser. I believe that I'm 50% achiever 25% explorer and 25% killer, so one of the (many) things I wanted to have for Factorio to be different than just industrially modded Minecraft was to offer the satisfaction for achievers like me. This is the reason why the player is under the pressure of biters that evolve over time instead of having all the time on the world to play and fiddle with factory setups. The achiever wants to fight through the obstacles to get to the goal, but the goal has to be difficult to be meaningful. When I played Starcraft II mission on brutal and I won on the first try, I was dissatisfied, because it was too easy. When I had to fail 3 times to understand the level mechanics and requirements to be able to beat the level after another 2 tries, that was the thing I loved. I loved that I had to think about timings and different approaches to problems and search for combination of the choices that work the best. But how to do it? How to satisfy us, achievers, in Factorio? How to do it, so non-achievers or beginners will not be discouraged? This is the way I believe should be done in the future: Provide much more balanced starting conditions on freeplay (some way of balancing nearby resources to contain the same amounts at least), and provide way to share starting seed so players can compare results on the exact same world. Add difficulty settings for the freeplay (they are not now) that would really make a difference in more aspects of the game, like enemy evolution/expansion speed, aggressiveness, pollution spread etc.so finishing on the hardest difficulty would really be a challenge. Provide something measurable that could be achieved (apart just finishing the game), trying to minimize the time seems like one of the possible solutions, because I really love the kind of strategic thinking, where every decision matters. Provide achievements. It is quite mainstream these days, and I believe that there is a good reason for it. It just satisfies us, achievers, and gives us directions as long as these achievements really mean something like: Finish the game under X hours on some preset settings. Accumulate 1 000 000 electronic circuits under X hours, or the other way around, accumulate the biggest amount of electronic circuits possible in 3 hours. Score some big amount of points in the tight spot missions. Make online leaderboards of the these on our site (Another use of the accounts already have). I'm sure there is much more we can do in this direction. The more I think about this, the more I want it :) The bugfix release of 0.9.4 has been released today and we believe there are just few things to be fixed to have the final stable release so we started to plan for the multiplayer today. We just had a first small meeting and you can see our plan of battle. We will consider it very naive in the upcoming weeks for sure, but better some plan than no plan :) I'm quite curious what do you think about this, so don't hesitate to comment on our forums.

Friday Facts #168 - Nightvision Nightmare

Posted by Posila on 2016-12-09

Nightvision nightmare As Twinsen continues tweaking the combat, he started to complain about the “green fog” effect that is applied during night when the player’s character has nightvision goggles equipped. Nightvison in 0.14 works in a way that it reduces the darkness of night, and then draws a transparent green overlay. This washes out the colors, reduces contrast, and makes the picture pretty unpleasant to look at. The first idea was to just make the green overlay be rendered around light sources, to reward players who put lights into their bases, by not making the base look worse with nightvision on. This didn’t look too good, and as we were trying to figure out how to improve it, other developers, especially artists, caught on to what we were doing, and started to provide their own ideas. Next we tried to darken only the red and blue channels when nightvision is on. This will make the picture green without losing contrast and we can drop the green overlay. We kept “not applying effect onto lighted area” logic and it started to look interesting. Albert wasn’t happy with the result though, so we continued experimenting. We added a soft green tint to lighted areas, and a bright green glow onto the transition between light and darkness. Then we added white highlights to light sources and it finally started to pleasant to look at. We will stick with this version for time being, but plan to work on it more. We can’t agree if this change is for better or worse even inside the team. It seems everybody has their own idea about how nightvision effect should look like and what benefits it should provide to players. For example it would be nice to have goggles with greyscale effect that would highlight biters. So maybe heat vision?

Friday Facts #190 - The quiet days

Posted by Klonan on 2017-05-12

Hello, it's been a rather quiet week here in the office, with all of the teams attention towards fixing bugs and other minor issues.

Friday Facts #174 - Mod gui

Posted by Klonan on 2017-01-20

Hello, a wave of illness has afflicted the team these last few weeks, but things are starting to pick up again. With the collective health of the office back to normal, progress is advancing well on the features for 0.15.

Friday Facts #214 - Concrete rendering

Posted by Posila on 2017-10-27

Hello, there has been an illness running around the office this week, so productivity has been down. Regardless, it is still friday, so here are the Factorio Facts.

Friday Facts #428 - Reactor & Logistics circuit control

Posted by Klonan on 2024-09-13

Hello, It's another week! The release is getting closer!