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Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

Posted by Abregado, Twinsen, Albert, posila on 2019-04-19

New Campaign Abregado Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next. These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the permanence and unidirectional progression of Factorio. The permanence problem has already been solved using the new map expansion technique which is playable in the Introduction scenario. Over the last year we have been working on the bigger design task of unravelling the tech tree and breaking it into a set of choices for the player. This task has been made all the more Interesting as the tech tree is also constantly getting tweaks and revisions over that time as well. I look forward to providing more insights but for now I will leave you with one example (read: spoiler): Just to note, we won't be changing the freeplay tech tree, which will still have all the choice and diverging paths as it does now.

Friday Facts #216 - Paving a path for the GUI update

Posted by kovarex on 2017-11-10

Hello, I wanted to write about the things I'm improving in our GUI library, but I realized, that the important part is to explain what is the motivation to do so. So let me present the history of Factorio GUI.

Friday Facts #249 - Dead end exploration

Posted by kovarex on 2018-06-29

While working on the GUI, we reached the infamous blueprint library, and we started talking about how to improve it. This lead to discussions about how we can improve the entire system of blueprints. The problem was not simple at all, and these discussions have been going on for a few days.

Friday Facts #370 - The journey to Nintendo Switch

Posted by Twinsen, kovarex on 2022-09-23

We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including April Fools). We even worked with some external companies, but the projects never even got to the point where they would run technically, let alone the complicated part of making the game playable using controllers or touch screen. After all the attempts, we even had a Friday Facts prepared that was going to say something along the lines of "we don't plan to bring Factorio to other platforms".

Friday Facts #98 - Just fixing bugs

Posted by kovarex on 2015-08-07

Hello, another bugfixing week is behind us, there seems to be temperature records every other day in the Czech Republic so the productivity is much better during the night, when it is "only" 25 degrees. Now I start to experience the need of siesta and night live in the countries with hot climate.

Friday Facts #45 - The second wave

Posted by kovarex on 2014-08-01

Hello, I'm alone here today, Tomas is on yoga camp. We will switch during the weekend, as he will get back, and I will start my paraglide course. I hope you wish me no injury so I can continue to develop Factorio without interruptions.

Friday Facts #10

Posted by Kovarex on 2013-11-29

Hello, the regular dose of news from the developement of Factorio is here, I (Kovarex) wrote it today, and you can clearly see, that I like structured form of information :) Factorio is a continuous jam session. Albert had this observation yesterday and it is very precise description of our development. In the start I had no idea what will the game be like, I had no plans about the visual styles and proportions of the project that was just a hobby, an experiment. The rails were the first graphical assignment for Albert. I told him to just "do the rails" like it was some obvious one way street task. I didn't give him any clues about the style. Should it be cartoonish? Should it be realistic? Should it look modern, cyberpunk or 19th century like? We didn't know, we were searching for the direction on the fly. Any manager would probably say this is a bad thing, that we need a roadmap for the whole process from the start to the final release with all the contents, features and graphics planned ahead including cost estimates. I personally think, that the freedom of the jam (agile) way of development that allows us to react is the best for Factorio. We are inventing and extending the best ideas on the run, ideas that would never be visible in the start. The 0.8 We have less than a week for the preparation of the 0.8, we integrated all the new terrain tilesets to the game, Tomas is now working on the roboports, and construction robots can reconstruct destroyed buildings. We have few days to add some smaller features before we start bugfixing and preparing for the release. The new terrain The main graphical task of the 0.8 is almost finished. You can judge for yourself: The roboport The roboport is the control building for the logistic/construction robots, it will provide the radio signal with limited range for these to operate. This will limit the robots from following the player out of the factory and allow the player to have more distinct logistic systems. Apart from that, the robots will recharge there and stock inside if they have nothing to do. Reconstruction of destroyed buildings When any building owned by player is destroyed while he has the construction robots researched, the half transparent "ghost" building appear on top of the remnants. This ghost building has limited lifetime (5 minutes) and if the needed component is available in the local logistic system, the construction robots take it and automatically reconstruct the building. Nothing new, but still: the thread for comments is available on our forum.

Friday Facts #29 - So many ideas

Posted by kovarex on 2014-04-11

The tradition is to open the friday facts by saying, that the new bugfix release is here, as well as saying that this one is definitely going to be the stable one. But this time we really think that 0.9.8 is going to be the one :). We spent very little time with the 0.9 branch as many things for 0.10 are in motion. As we already said we planned to start using the automated testing, and this week, Tomas finally achieved to revive the testing suite, so we will slowly cover the source code by tests while working. Not only this is needed for the reasons already said, but we need to test all the otherwise hard to test corner cases in network communication logic that is Kuba giving the basic shape to. I'm now doing the hard work of fixing the small errors in determinism. I play the game, while it is saved periodically, then I have to start the replay wait for diversion from the original and find out why it happened by inspecting the differences in the saves. This is cumbersome process, as some of the inconsistencies are very hard to find, but after a few days and several bugfixes, I was able to replay the first tutorial mission without errors while certainly making a new world record of the time to finish the mission :) I gave myself approximately 1.5 hours daily to play computer games, and when playing these and reading Ideas and suggestions on our forums, it gives me so many ideas of what could be done. It is depressing to know, that all of these ideas, even when considering just the good ones, are just not possible to be made. Fight mechanics, alien pets, water-heating/cooling circuits, other planets, supplying orbit, satellites, ending of the game, different vehicles, airplanes, late-game rts controls of building and combat robot minions, equipment (as in armor) based blueprints for combat robots, enemy/neutral/allied survivors, after-landing phase where you have to take care of the people, caves and underground mining, armored trains, 20 different additions to circuit network, nuclear energy that is not just boiler that runs on uranium, 10 different enemies with different types of behaviours and attacks, different types of enemy bases, forests on fire, working eco-system, other downsides of pollution, snow areas with snow particles on machines, rare random Fallout-like encounters, different energy sources, advanced train controls, disasters, flowing rivers, more complex mechanics of armor equipment, ... I could continue like this for a long time. We have already Ideas & suggestions section on our forums, but it might be nice to have something more organised, so people could add their ideas and vote/discuss what they think should have priority, or maybe there is a way how to do it directly on the forum, ideas? I was also thinking, that we might do some kind of technical development blog posts like this one about Starcraft 1 as we are certainly facing some interesting challenges or hard decisions from time to time, would anyone be interested in that? The following picture is the new version of basic electric pole. The main reason for the change was to make it less obstruct the view of the tiles behind and to avoid having the cable and the pole fall loosely when the cable has vertical direction. We are always eager to learn what you think at our forums.

Friday Facts #6

Posted by Tomas on 2013-11-01

Hello, this week the Friday Facts are coming a little bit earlier. The reason is that in the evening I will be lost somewhere in the middle of Brno (second biggest city in the Czech Republic). I will participate in a popular annual deciphering game that is taking a place there. The 0.7.5 with another batch of bugfixes went out this Tuesday. Since then there has been no reports regarding major issues or crashes. Couple of teeny-tiny bugs were reported however that is not enough for us to make a new release now. So the 0.7.5 will become a stable version. Finally:) I have spent most of the time during the past week working on the trailer. The first version has been done already. There is a discussion thread on our forum (with a link to the unlisted video on youtube) where people can give us feedback about it. This is by far not finished. But we needed to get it out in order to start talking to the music & sound guy and give him some baseline to work with. Yesterday we had a long chat with Albert about the trailer and we agreed that the first scene (standing in the middle of the ruins) should be changed. Now it feels too out of the context from the rest. Apart from that we are quite happy with the general flow. Of course there are plenty of details that need to be tweaked so there is still a long way to go. On the other hand having all the trailer in the script makes things a hell lot easier for us. Changing things like the zoom behavior, camera movement or speed is just a breeze. Same goes for extending / shortening the scenes or adding a new scene all together. Another issue is the final video quality. There is a lot of movement going on in the trailer and currently after youtube compression, often the video is just blurry. We have used the 720p for now but that proved not to be enough. Oh and regarding the music. Just for fun we tried to run the Raymond Scott's Twilight in Turkey together with the trailer. It turned out to work surprisingly well, so one option is that the music would go in this kind of direction. Apart from preparing the 0.7.5 Michal spent most of the time on the new scenarios for the main campaign. It starts to slowly shape. At the moment there are 5 levels that introduce basic things like assembling machines, research, trains, etc. to the player in the course of playing. Often the player is not starting from the scratch but he can use already existing pieces of the factory. Writing the scenarios (and the trailer) is also a good opportunity for us to review, document and extend the Lua API. Kuba and Albert keep working together on the terrain. There are couple of variations of the dirt by now and Albert is now spending his evenings with the grassy terrain. Kuba made couple of Blender scripts to ease the manual terrain work. This way Albert can take advantage of generated tileable noise or terrain transitions. Also yesterday Kuba showed me a great picture he generated that I can't resist to share with you. In case that you always thought that there is a lot of recipes in the game and that the whole thing is too complex, then worry no more. Here is an ultimate Factorio recipe cheatsheet for you: As usual there is a post on our forum where you can discuss this update.

Friday Facts #87 - Visitors

Posted by Tomas on 2015-05-22

Good afternoon, this week we have finished assembling last pieces of furniture for our office. It took us more than half a year. Albert also put up a big poster in the graphics department room. I guess it is time for an office-warming party ...