Hello, Welcome back to Vulcanus. It's been a while. You place your new prototype big mining drills, the pinnacle of resource extraction technology, on the closest tungsten deposit to your fledging Vulcanus factory. A few power poles later and they are happily mining away providing a new consistent source of valuable tungsten. A rail ramp and station just about fit in the area too, but without any rail supports in your inventory that line isn't going anywhere soon. Transport belt will have to do for now. As you're returning to the main factory, placing transport belt to connect this new resource to your base, you feel a trembling from the ground. Big mining drills make a lot of vibrations, but this is on a whole other level. Something else must be going on. You head back towards the mining site. Across a river of lava you see a truly gargantuan creature snake its way around a volcano. This formidable beast most closely resembles a centipede or millipede but is larger than a train. As it moves forwards the ground at its face is broken apart leaving a trail of torn up rock and patchy lava. Trees, rocks, even cliffs are torn apart by its passage. Ash is flung into the air making an abrasive cloud that blankets its body and lingers long after it has moved on. The creature roars and speeds up. As it does so it starts shaking the ground harder. Rhythmic vibrations agitate a wide area around it kicking up a huge cloud of ash and destabilising the terrain. Also available on YouTube in 4k. The creature cruises over the lava river and demolishes your machines without even slowing. Your precious new mining drills that seemed so large and powerful just moments ago look like puny toys in the face of such an unfathomable beast. The Demolisher continues its path of destruction down the line of transport belt toward your base, but before getting there it slows to a crawl and turns back into the volcanic wastelands. This attack won't go unanswered. It's time for a fight. You pursue the Demolisher, an easy task given its thick glowing trail. Lava on either side of you forces you to cross through the trail to pursue the creature. The torn up terrain is hot, but there are enough cool rock sections to step across it. As you do, the lingering ash cloud around it obscures your vision and the abrasive particles interfere with your exoskeleton equipment. You catch sight of the body again, this time up close. The thickly armoured plates of each segment seem to give it good protection from heat, and probably many of your weapons. It hasn't reacted to you yet, perhaps it has not seen you, or perhaps it does not care. You move towards the Demolishers head and it still ignores you. The face appears to be a clear weak spot. It has no eyes and the skin still seems adapted for the heat, but the armour is much thinner around the jaws. Bracing yourself for a reaction, you shine your lasers at it's face, but nothing. It continues to patrol some path, as though you were nothing but a speck of dust on the wind. A rocket to the face would surely provoke it, but before testing that theory, you place a line of land mines to secure your retreat. There's an immediate reaction from the creature. It speeds up and turns towards you. Once again, rhythmic vibrations shake the terrain and generate a steadily expanding cloud of ash. The cloud quickly encompasses you. Obscured vision and snagged exoskeleton joints will limit your speed. You fire your submachine gun at the creature. Your piercing rounds cut into the Demolisher and do some damage, but by the time you reload a new magazine all the damage you dealt has healed back. You try again for a few moments inflicting some damage, but again, it seems to heal faster than you can deal damage. Vibrations coming from the creature seem to focus and amplify around you destabilising the ground even more. The crust is thin at the best of times and this isn't helping. A fissure starts to open up under your feet. You manage to dodge to the side as a volcanic eruption explodes in the area you stood a moment ago. Rock fragments, lava, and hot gases shred the area. You avoided the main blast, but just being close to the edge was enough to weaken your shields. New fissures start to open up around you. These are easier to dodge now that you know to look for the fissure signs in the ground. Standing far enough from the eruption is completely safe but you'll need to stay on your toes. The Demolisher ploughs through the line of land mines and does not slow as it does so. They do more significant damage, but to your horror the damage is gone in seconds. That was your escape plan, it's time to get moving. You try some more weapons as you move away, even throwing a few spare defender capsules into the mix. They're all somewhat effective but the damage doesn't stick. You'll need to deal damage much faster but you weren't prepared for that. While distracted you fail to dodge a new volcanic eruption. The fissure erupts directly beneath, shattering your shield and blanketing you in fire. The power armor stops you from getting too singed but another hit like that would be certain death. For now, this is not a fight you can win. You switch all your focus to dodging the eruptions and moving away. A few seconds after you stop firing the Demolisher slows down and turns back. That's two wins for the Demolisher, but you'll live another day.
The release plan (kovarex) This week was the time to close and finish all the things that will go to 0.17.0. Not all of the things that we originally planned to be done were done (surprise), but we just left any non-essential stuff for later so we won't postpone the release any further. The plan is, that next week will be dedicated to the office playtesting and bugfixing. Many would argue, that we could just release instantly and let the players find the bugs for us, but we want to fix the most obvious problems in-house to avoid too many duplicate bug reports and chaos after the release. Also, some potential bugs, like save corruptions, are much more easily worked on in-house. If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the week starting 25th February.
The Beacon Redesign V453000 The Beacon is one of the last entities that don’t have high resolution graphics yet. In the rather recent FFF-339, Albert presented the updated and redesigned Beacon. After your responses we realized some issues we hadn’t seen with the Beacon before, and we have taken some time to think about it... The red tower design by itself is very impressive, which gave it so many plus points that we didn't focus enough on the fact that it is taking too much visual attention. In this case, this happens because of aggressive red colours, the big contrasty yellow eye-like circle, the entity being quite tall, and the electric beam animation. Random variations are usually helpful to make entities look nicer in clumps (like resources), but not in this case, especially as other built entities don’t have any variations. The options to take from here would be to either update the original design, adjust the red tower, or start a new redesign. The Beacon is a very special entity, either it doesn’t appear in a factory at all or very little, or it’s everywhere. It doesn’t really do anything by itself so it doesn’t really need to show much activity either. The original design has its own problems and also saturates the screen very quickly, as they are bright, also tall, and they always move, attracting attention to the movement constantly. As for the red tower, most of the top part would have to be removed which is almost a complete redesign already, but parts of the hole could be recycled for a new version... We chose to start a new redesign, with the design goal of the Beacon trying to take much less attention.
Tile transition collisions Klonan We first mentioned a change to our tile transition logic back in FFF-199, and not long after in FFF-214. These two posts focused more on the visual side, and how it makes the game terrain look so much better. In short, the tile transition logic overlays an additional sprite over adjacent tiles, so that where the two tiles meet has a much more natural look. Left: Tile transitions on; Right: Tile transitions off. So while the looks were taken care of, we also had to deal with the 'feel' of the tiles. The easiest example of this is the 1x1 landfill 'stepping stones'. It really looks like you should be able to walk/drive across the 1 tile of water. So we added in an additional layer of collision checks, which will consider the transitions when performing the logic of what can go where. Now some of the cheesier among you will know that biters don't know how to get across these 1 tile gaps. That is because simply we never enabled the biters to use this collision check logic. One reason is that more checks means more UPS usage for the biter pathfinding, another is that we didn't think it was necessary. However it was available in the engine, and any mod could enable it if they want. That is exactly what I did with my Mining drones mod. Initially this seemed to work, and I thought it might make them walk around lakes a bit more naturally (like the player character does). However quickly I noticed that people were reporting on the forum that the game was crashing with the mod installed. I quickly reverted the change to my mod and we started looking into it. It turns out that the new abstract pathfinder we added for better unit pathfinding (FFF-317) was not set up to consider units using this tile transition collision logic. This same crash was happening sometimes without any mods installed, but the case was more difficult to reproduce, so this is a nice situation where mods help us work on issues in the base game. Recently I have been working on another unit heavy mod, Transport drones, and the principle design behind the mod heavily relies on the tile collision logic (the units don't even collide with entities). It turned out to be a really nice test of our new pathfinder, but also highlighted some of the issues that not considering the tile transitions can bring. By not considering the tile transitions, the drone takes an awkward path along the diagonal road. This week Oxyd finished his work on an upgrade to the pathfinder, so we can enable the tile transition collision logic with units. The change is immediately noticeable with the above example. By considering the tile transitions, the drones path much more naturally. With the logic now in place, we are debating whether to enable it for biters or not. We probably won't, it is only a minor change and would have a non-zero performance impact (a rough test puts the worst case at about 5%), but then again it is a fun way to surprise those who thought the 1 tile of water would stop the biters attacking, and it kinda makes sense they can walk over it just as the player can. Well we will see if there are any issues with it in the modded cases before any further consideration. As a bonus fact (this is Factorio facts after all), I spent a bit of time benchmarking some late game Transport drone based factories (screenshot), and found a few nice performance gains.
Hello factorio builders, I hope you enjoy lists and numbers, because you are going to be fed by these today :).
Hello We released the 0.11.0 exactly 3 months ago. And here we are, 3 months later, still far from the stable release. Our estimate is still the same: just one more month until the stable. There are more reasons of this: It looks like the new wave of people coming to Factorio discovered many new problems. Many of these were in the game from the very early stage, but just haven't been detected until now. All the code written until 0.11 (2 and half years of work) needs to work in strictly deterministic manner now for the multiplayer. We started to cover all of the bugged areas by automated tests. Sometimes it takes 5 minutes to fix the bug, but another 2 hours to make the correct test for it. I hope it will pay off in the future. And last, but not least, lot of bugs have this kind of life-cycle:
Hello, once I changed the science packs for 0.15 , I had to do a playtest to have a feel of how the changes affect the game. I finished it just before writing this post: This was the first single player playthrough in a long time, so there was a lot of new findings. I also enjoyed all the new features, like blueprint book, auto trash, train conditions etc. These were little things but they helped a lot.
Hello there, I know a lot of you have been eagerly awaiting some solid information on the new planets, if so this blog is for you. Get comfy because it's a long one. As you already know, there are 4 new planets in the expansion. We will take an in-depth look at each planet's terrain, challenges, processes, technologies, and new gear, but not all at once. In some cases the planet content will be split into multiple parts. To kick things off I'll cover the terrain and natural aspects of the planet that is closest to being finished. I'll need to be in games master mode for this:
Hello, we have gathered here today to talk about a new quality of life feature coming with 2.0.