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Friday Facts #106 - Brain satisfaction tool

Posted by kovarex on 2015-10-02

Hello, there is a sickness running around the office this week and I wasn't excluded so there is a growing pile of used tissues on the table while I'm writing this and when Robert talks, he sounds like a creeper from horror movies :)

Friday Facts #359 - Crash site: The beginning

Posted by Klonan, V453000 on 2020-08-07

0.18 mods will be loadable in 1.0 Klonan With 1.0 approaching, we want to ensure that the day of the launch goes as smoothly as possible, and shows the game in the best light. Something that would really work against that would be if the update broke a bunch of mods and disgruntled all of our most dedicated players. So we are making efforts to ensure that mods that work in 0.18, will work without any update needed in 1.0. Theoretically this isn't so difficult, as the 0.18 release structure has meant that mods have maintained compatibility with all the latest changes, and in essence 1.0 will just be a small update of 0.18. However it does take a bit of special handling: 1.0 will allow mods marked for 0.18 to load. The mod portal will show 0.18 mods when browsing in 1.0. Avoiding breaking mods also means we need to be very careful with changing anything, even something as simple as renaming a sprite can break dozens of mods. I think we never realised how easy it is to break mods before we started this new release structure. Big apologies and big thanks to all the modders who stuck with us through these breakages. We hope that what this effort means, is that on the day of 1.0, players new and old alike can login to the mod portal and have a very large catalog of mods they can enjoy right away, and that the modders can relax and enjoy the game instead of worrying about updating all their work. However, we cannot say 100% that all mods will work, it is possible one of the features in 1.0 (like the new nuke or alien decoratives) will break some mods.

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 #406 - Space Age Music

Posted by Albert on 2024-04-12

It was November of 2021 when we started conversations with Petr Wajsar, a very talented Czech music composer, to create the soundtrack for the Factorio expansion. Since then we have been working together on the soundtrack of Factorio Space Age. Conceptualising and finding solutions to our not small amount of problems, and filling the expansion with quality music, specially designed for the best possible Factorio experience. Petr is a very special musician, because besides being a proven master of electronic music, his education and experience in the conservatory makes him capable of composing music using the full range of a classic orchestra. His modern style of going to more experimental solutions, makes him very flexible at creating the score of the Factorio Space Age expansion.

Friday Facts #378 - Trains on another level

Posted by V453000 on 2023-09-29

Hello! The code refactor of rails presented last week is great, but the motivation for such a task wasn't quite just some shape changes for rails. As explained last week, we can now define any kind of rail shape, and we had some very specific shapes in mind all along...

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 #348 - The final GUI update

Posted by V453000, Twinsen, Ian, Klonan on 2020-05-22

It's been over 4 years since we planned the infamous GUI update. If all goes well, next week the game will get the last big GUI update for 1.0. While the state of the GUI is not close to our crazy plans we recently had for the GUI, it's above what we initially planned 4 years ago. The update you will see next week includes: A visual update to over 100 game GUIs New high resolution icons for all game items (visible both in GUI and in the world) New GUI sounds for most interactions

Friday Facts #284 - 0.17 experimental

Posted by kovarex, Abregado on 2019-03-01

The release (kovarex) So we finally released the 0.17 experimental this week. (patch notes) Hooray :) Fun fact: The release script failed to post the release announcement on Steam and Reddit and we were wondering why. The reason is that the patch notes were so big, that it exceeded the maximum post size (40k characters). If this isn't the indication that we should split our releases into smaller chunks, than nothing is :). Code wise, it is clearly the biggest release, and the amount of bugs we have to go through correlates with it. In other words, there are tons of bugs of all variety. We want to fix everything eventually, but it will take time, so we had to prioritize this week to aim for the most generally playable version before the first weekend after release. That means mainly unloadable saves, unavoidable crashes, game failing on startup, and the most frequently occurring problems. Our automatic bug reporting system is helping us a lot with the last one. It is uncommon, but sometimes the automatically uploaded crash report doesn't have enough information for us to be able to fix the bug right away, but the number of times we see a crash happening is still extremely useful for prioritizing. When we see a crash on the forum, we can cross reference it to our automatic reports, and if is one of our 'top-hits', we know to investigate it right away. The most prominent crash related to loading specific kind of save happened with pipe ghosts happened more than 200 times. It was fixed (obviously), but lets wait and see what our top hit of 0.17.4 will be after the weekend. Overall this means, that bugs that are not critical, require design discussions or are not that simple to fix are not being dealt with right now. Also, we got quite a surprising cake gift today. It is extremely delicious and we are extremely thankful for it :).

Friday Facts #421 - Optimizations 2.0

Posted by Rseding, boskid, kovarex on 2024-07-26

Hello, We all love building bigger and bigger, but hitting the UPS ceiling really puts a damper on the mood. Thats why we must continue our endless quest to optimize the game.

Friday Facts #364 - 1.1 stable

Posted by kovarex, Klonan, boskid, Rseding on 2021-01-29

1.1 stable kovarex Hello, we have a stable version! When we were releasing the 1.0 FFF-360, we actually stated that there were "around 150 bugs on the forums and around 80 internal tasks to be solved". These were obviously minor issues, things hard to reproduce or very rare problems. In other words, it was quite reasonably stable, which normally goes without saying when it comes to Factorio stable versions. But it proved to be a mistake wording it this way, since some media picked up on it and presented it as a "fairly bugged release". So I'm pretty thrilled to finally get to the point, where we actually have 0 known issues and 0 active bug reports on the forums. Its like cleaning the kitchen properly, so you can start cooking something fresh. More about that next week! For now, we want to go over some of the features of the 1.1 that you might have missed until now if you've been sticking with stable 1.0.