Hi everyone. About half a year ago whenever I was sitting deeply in Factorio and when I needed to spend time in my phone, I was reading FFF or Factorio forum. Later when I decided to move - I suddenly realized that Wube is the most logical target to apply my crazy mind. All thanks to those FFF and you guys. Now I am writing another FFF myself which, looking back at those times, gives me ripping apart feelings (which I believe is a good thing :)).
Hello, here is another update on progress in delivering perks from the alpha preorder. The game development itself is going along quite well. The updates are coming out more or less once a month. This gives the people who have bought the alpha access a sneak peek at the Factorio evolution in progress. Some time ago we have also introduced the first version of the scenario pack. The forum community helped us to tweak the bugs and balance the missions. The result are three mini campaigns that provide various factory-building challenges to the player: Tight spot - Little space, limited resources and fixed amount of time. Buy land and machines and sell your final product. Transport Belt Maddness - So many chests and such a small island. Can you connect the chests without your head spinning? Supply challenge - Six hungry chests that change their taste often. Is your production flexible enough? These missions are the first batch and there will be more coming in the future. The scenario pack is available to the Furnace Attendant tier or higher. Another update in the same tier is a new Factorio wallpaper displaying the Assembling machine in the night. The Mining Drill Operator tier has been updated as well. For a while there has been an option to put your name in the game. Quite a few people already did this and now there are train stations named after them in Factorio. As of 0.6.0 the name generator will be used for Labs as well. Another update for this tier is the first version of the Concept Art book that is available for download now. As mentioned before this is some very early Factorio concept art and the book will definitely be updated as the game development progresses. Last update regards the access to our internal art wiki. The Mining Drill Operator members (or higher) from now on can observe the evolution of the in-game graphics via a read-only access to the wiki. There are plenty of sketches, inspirational photos and different variants of the game objects. The wiki is hosted on the google pages, therefore the google login is necessary. For now the invitations will be send on request. That means if you are a Mining Drill Operator member (or higher) then send us an email with your login name and we will send you an invite. This process will be automated in the future:D Here comes just a tiny recent preview of things you can see there: the evolution of new electric furnace model.
Hello guys, Factorio 0.4.1 has just been released! This is a bugfix release to the 0.4.0 update that has been made on Friday. The 0.4.0 has been tested by the guys at the forum and in 0.4.1 we provide bugfixes to the things they found. Let's have a look at the biggest changes introduced in the 0.4.0 and 0.4.1. The main theme has been the trains. Connected rolling stocks form a train. The trains can be assigned schedules of stations to visit. In the station the train can be loaded / unloaded an refueled. There are also semaphores to guide trains in the railway network. Apart from this we have also fixed some bugs in how railroads and rolling stocks work. Further information about how railway transportation works is available at our wiki. Apart from the trains we have added quite some functionality to the electricity. There are three new elements for energy distribution: the medium electric pole, the big electric pole and the substation. They all have different properties and are appropriate for different situations. Also there is the long awaited accumulator. Now finally even in night the factories can be protected from the alliens by the laser turrets. We have invested a lot of time into the tuning the determinism. The game is now (almost) fully deterministic. This is a necessary first step towards the multiplayer. Players can see our effort in action already in the replay functionality. Because of the determinism limitations the replaying functionality works only on the games that has been played within the same version with the same sets of mods all the time (and started in 0.4.1). As usual the release contains a lot of fixes and extensions in the scripting. As a result some of the 0.3.x version of the mods (especially those using a lot of scripting functionality) might cause errors with the new version. This can be repaired by using updated mods (when that happens). As before, the new version is compatible with all the previous saves. We really don't want the players to lose the games they have spent so much time with. After the long time of waiting we have added more Linux support. Next to the .deb package there is now a generic .tar package available for download. This is aimed at the more experienced users who will be able to deal with the dependencies themselves. That was longer than expected. The release details are available as usual on our forums. Time to go for a run to clear the head:)
Hello, the atmosphere in the last week was kind of special. We experienced the feeling of the final release being on the horizon many times. And we were shown that it isn't the case time and time again. So it feels very special when it is actually becoming reality. We were trying to be especially careful with any last minute changes to make sure that we don't introduce major bugs into our precious 1.0 release. The image of all the players having the game crash on some simple stupid bug is horrifying.
Combat Balance Twinsen here. As you might have read in Friday Facts #166, we wanted to do some combat balancing. First, to not bring the hopes of everyone up too much, this did not mean a combat overhaul. It means mostly tweaking numbers to make the game more fun and make some of the the weapons more viable. No new entities or new mechanics. As I was doing the combat balance, it was clear the everyone has their own different opinion of how combat is, how it should be and how to make it "better". It's hard to please everyone, especially when you are just tweaking numbers. To try to objectively evaluate combat I used the following methodology. As the game progresses, the player's power increases through research, but so do the biters(mainly due to evolution factor). So I split the game in 7 sections based on research progress. Each section also has the evolution factor I tested biters will approximately have in an average game. Initial - 0 evolution Red - 0.1 evolution Red+Green - 0.3 evolution Red+Green+Military - 0.4 evolution Red+Green+Blue+Military - 0.7 evolution Red+Green+Blue+Military+High Tech - 0.9 evolution Red+Green+Blue+Military+High Tech+Production - 0.99 evolution Then for each section I tested both offensive combat and defensive combat using the available guns and turrets and tweaked the numbers accordingly. While tweaking the numbers, I keep this in mind (this is not a complete list): Fun always wins: I prefer changes that are more fun and less annoying even if it means it could be slightly unbalanced. New weapons should be slightly more powerful than old weapons, to incentivize you to experiment. So near the end game, a rocket launcher will be better than the machine gun. Destroying biter bases is hard in the beginning and significantly easier toward the end game, to give the sense of combat power progression. Defending is not too hard in the beginning. I try not to put a new player in the situation of "you didn't prepare properly, you have to start a new game, because no matter what you do you will get killed". Then throughout the game you have to upgrade your defenses as the biters evolve. So far, the changelog looks like this. There are many numbers that were tweaked and are not included in this list. Player regains health at a much higher rate, but only after being out of combat for 10 seconds. Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote. Decreased the size of Discharge defense equipment from 3x3 to 2x2. Greatly increased the damage of Personal Laser Defense Equipment. Flamthrower gun has a minimum range of 3. The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot. Increased fire resistance of biter bases. Increased the health of player non-combat buildings. Increased player health from 100 to 250. Increased collected amount and effectiveness of Raw Fish. Increased the damage, range and health of biters worms. Decreased health and resistance of Behemoth biters. Doubled the stack size of all ammos. Tweaked the cost and crafting time of some ammos. Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells. Increased the collision box of Cannon Shells. Increased Tank health and resistances. Added research for Tank Cannon Shells damage and shooting speed. Tweaked research bonuses and added more end-game research for military upgrades. Greatly increased the damage of Mines. They also stun nearby enemies when they explode. Biters stop following player after 10 sec of not giving or receiving damage if the player is more than 50 tiles away. Other minor changes. As usual, these changes are not final and will probably change to some degree as we playtest more. There are still many things to be done. We are always talking about more end-game weapons, so don't worry, the combat in the late-game will be even more worry-free. There is also one thing that we always talked about trying to remove: turret-creep (destroying biters base building turrets closer and closer). This method is very powerful and usually doesn't cost anything. So far I believe that we did not find a simple, fun and fair solution. Ideas include: large power-up times(annoying and also weakens base defense); simply not allowing turrets to be build near biter bases (makes the player feel cheated); underground anti-turret worms (sugar-coated version of the previous idea). With the combat changes that were done I believe there is almost always an option to destroy bases without being forced to use turret-creep.In the end maybe your ingenuity and effort of building all those electric poles should be rewarded; If the player wants to do it that way, why not let him? Let us know what you think.
Hello, the forecast today says it is going to be 36°C, I bought two fans to help us overcome the crisis, but it is still quite rough.
Hello Factorians, it feels like the warm spring here is making everyone more friendly here. Even the Factorio office seems to be brighter and happier place. Hard to tell if the reason is getting out of the dark multiplayer tunnel or the spring itself, but whatever the reason it is, it feels great.
Since the release of 0.16 experimental in early December, we have had over 30 bugfix releases, and are confident that 0.16 is ready to be enjoyed by all players. The goal of 0.16 is to wrap up the addition of any major features, so we can begin to focus on the final steps towards a 1.0 release.
Hello everyone, Factorio 0.6.4 release has just been marked stable! Following our usual release procedure the 0.6 release has been around for a while. Users from the forum helped us to find the most annoying bugs and now the release is considered "serious bugs free". The release has been packed with features and new stuff. Here are the most significant gameplay improvements: The world map (and a minimap). These allows for a much better orientation in the world. The steel furnace (faster) and the electric furnace (requires no coal). Smelting resources is one of the basic tasks in the factory and these new furnaces provide interesting alternatives to using brute-force approach of many stone furnaces. Logistic robots can suplly the player directly. In the later stages of the game the player can focus more on managing and extending the factory and not running around collecting the created items. Modules and beacons. It is now possible to influence machine properties (speed, productivity, energy efficiency) with inserting module items. This way the assembling machines in the production bottleneck can be sped up without extending the production line. Improved terrain generator. The trees now follow the same fractal terrain generation as the terrain. This makes them look more realistic. Apart from the features we have focused a lot of energy on speed improvements as well. With larger factories the players often experienced slowdowns because too many objects have to be updated every tick. We have made optimizations to the way items move along the belts. These were the biggest "performance eaters" (there are often tons of items on the belts in the factory) so this helped quite a lot for the big factories. We also optimised the way graphical rendering works. This is mostly notable on the Windows operating system (our graphical library uses a different backend - d3d on the windows compared to the linux / mac - openGL). Another major improvement has been made to the core loop of the game. The graphical rendering can now run parallel to the game update using different threads. This can take advantage of at most two threads. And finally the render preparation phase (collecting the sprites to be rendered) has been parallelised as well. This can take advantage of multiple threads, we empirically tested that the best results are shown for 4 or 5 threads (given that there are enough cores for these threads to run on). Last but not least our artist has also done a lot of work. There is a new terrain and plenty of objects have new graphics (labs, car, chests, logistic robots, etc.). The game is less contrastive compared to early versions with RGB colors, on the other hand it is also more aesthetically pleasing now. As usual you can find the full changelog of the changes at our forum in the news section . The changelog is now available also directly in the game in the "About" dialog. As mentioned before, the work on 0.7 is in the full speed now together with preparations for the Steam Greenlight campaign. So stay tuned for more news.