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Friday Facts #177 - Difficulty settings

Posted by Rseding91 on 2017-02-10

0.15 status Work has been going swiftly on 0.15, but there are still many major topics we have left to close. We mentioned previously that our estimate for release would be near the end of February, and while this has been our internal goal, we won't quite be able to make it. One of the main reasons for this delay is us underestimating how long it would take to stabilize 0.14 and the new multiplayer code. We thought that because it was a relatively small 'major' release, that it would not take much time to make it stable. However the great community members playing the experimental version kept finding bugs for us to fix, and even now there are still several 0.14 bugs being identified and fixed in 0.15. The extending bug fixing of 0.14 was no doubt necessary, but it has led us to be somewhat behind schedule on several features of 0.15. Our current optimistic estimate is that we will be able to release an experimental version of 0.15 at the end of March, and we will keep you all up to date on its progress.

Friday Facts #211 - The little things

Posted by kovarex on 2017-10-06

We are aware that we don't add so much content to Factorio these days. The reason we always state is that we are focusing on polishing and finishing the game. There are a lot of little things and details (some call it quality of life improvements), that don't look that awesome when reviewed one by one, but once they accumulate together they should make a big difference in the game experience. I'm going to talk about some of them now, but don't be afraid that we won't add anything new in the 0.16, as the work on the artillery train has already started and it is probably going to be epic :).

Friday Facts #93 - Furious Finish

Posted by Tomas on 2015-07-03

Hello, the summer has hit Prague with full power. The temperatures are above 30 Celsius in the shade. Fortunately, our office is in the old stone building, so the climate here is quite comfortable even without the air-conditioning.

Friday Facts #340 - Deep desyncs

Posted by Klonan on 2020-03-27

Not mentioning it would be weird I really think everybody has heard all about this and nothing else over the last few weeks, but yes, the Coronavirus. For now, with Factorio, everything seems okay. We are all working from home, the team is still going, and so far we are following our plan quite well. We released the Character GUI and Statistics GUI last week, and some improvements such as new water splashes and leaf animations this week. Things are still moving along. However it is still early days, we haven't really had any experience having the whole team work remotely, so there may be some challenges we need to tackle as time goes on. At the moment we don't know whether this will affect our 1.0 release date, I guess it will one way or the other, but for now we aren't announcing any changes.

Friday Facts #296 - All kinds of bugs

Posted by Klonan, Rseding on 2019-05-24

Cars/Tanks remember their color Klonan This really is a tiny feature, the car and tank will now save the color of the passengers when they exit the vehicle. So now you won't forget which vehicle you were driving, and can warn everyone else on the server: "Pink tank is mine".

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 #124 - Steam Status I

Posted by Tomas on 2016-02-05

Hi there, the Steam date is looming and we haven't been sitting with the hands in our lap just waiting. So here comes a report of what is going on and what will change with the Steam release on 25th of Feb 2016. The Price We have decided that the Steam release is a good opportunity to adjust the price of the game. The referential game price will be set to 20€ / 20$ (well 19.95$ because that is how Steam rolls). Steam has a feature of providing different pricing in different countries and we will probably follow their recommended pricing in this regard. Which means that in countries with generally lower purchasing power the game might be cheaper than that. The game price at the webpage will be set to 20€ as well to match the Steam referential price. There are couple of reasons for increasing the price. But the most important ones are: We feel the game is closing a stable and feature rich state that justifies such a price (judging by other games in the market). Scenario pack will become part of the basegame which adds more content (see details below). Naturally Steam will take their share from every copy sold for distributing the game (however this is expected to be more than offset by the amount of potential new players). We need $$$ for world domination=) And besides houses in the Hawaii have become more expensive lately ... So the bottom line is: if you have a friend who is still hesitant about buying the game now and the price difference would matter to him / her, let him / her know =) The Keys Every user who has bought some version of our membership will have a possibility to get a Steam key for the game. This will most probably be implemented via an interface at our website. What I have in mind is a simple form in the User profile page which will assign a Steam key upon request (clicking the request button=)). This functionality is not yet programmed but it will be done very soon and available together with the Steam launch. Steam doesn't have a web api to generate Steam keys, but we will prefetch a (hopefully) substantial amount of those and then assign them to users automatically from this batch. Our current approach is that the player's account at the website will co-exist with the Steam account (if requested). That means that player can download the game from our webpage or via the Steam. His / her choice. This is provided as a convenience for the existing players and the generated Steam keys are not meant to be distributed / given / sold to other people. We will put a clause about this into Terms & Conditions. In case that a significant portion of Steam keys would be given away / sold to other people then we reserve the right to alter the approach. One option would be that the game would be available via Steam or via our webpage but not both. Hopefully that won't be necessary=). We haven't made a decision yet, whether unpaid memberships will be able to get the steam key as well. This includes memberships given out for free in promotions (i.e. over the Youtube, Twitch) and testing in the early stages of development. If you are unsure what your membership is, you can check it out at your profile page when logged in. The Scenario Pack Starting with the game release on Steam, the Scenario Pack will be distributed together with the basic game itself. This is quite a big change=) Our motivations are following: We believe that Scenario pack contains some really interesting content that gives prominence to different aspects of the game than the Campaign and the Freeplay. Exposing this to wider audience feels right. Having the Scenario Pack in the base package (and not as a paid content) takes away some pressure for updating it. Though we still have ideas for additional scenarios / mini campaigns. Adding the Scenario Pack gives more justification to increased price. The Tiers & The Content There will be no tiers on Steam. There will simply be one package with the game itself, which will also include the content of the scenario pack. The wallpapers will be made public for download. The 0.12 features a new soundtrack. We plan to make this available for purchase as a standalone DLC. This is meant for users who want to support us and our music composer beyond the scope of the game. This is probably all there will be available to begin with. We might add a possibility to get the name in the game as DLC in the future, but that is not decided yet. On our webpage the tiers will be reduced to Transport Belt Repair Man (might lose the fancy name and become just "The Package"). This will be the game itself with the content of the scenario pack (same as on Steam). It is not clear yet if we sell the soundtrack as DLC on our webpage as well. These changes come partly from the incentive to have the same content available on the Steam as on our webpage. Also there has been little attention from our side to update the content in the Furnace Attendant and Mining Drill Operator tiers. For instance the wallpapers or the graphical handbook are ridiculously outdated. We really appreciate players who have supported us by purchasing these tiers, however we feel that most of that additional content has become obsolete and it is time for a goodbye or reintegration to the basic game (as in case of scenario pack). The Marketing Scott has moved to Prague and has been working with us in our office since the beginning of this week. He has been spending most of his time reaching out to youtubers / streamers / bloggers and other potential marketing sources. Basically we are trying to prepare a sort of a "general public hit" alongside the Steam release. Even though we are directly "pushing the game out there" we would still appreciate the help from you guys, the community. We will be sending out a "call to arms" email when the game has launched officially notifying existing players that the game is now available on Steam. When the game has launched, it would be great to see existing players come over to leave a review, help out new players from Steam or invite their friends to join them for a game of Multiplayer. However if there is something you feel you could do to help promote the game even before it launches on Steam (i.e. recommending it to your favorite youtuber) that would be of a great help too. The Trailers As announced earlier, to celebrate the Steam launch we have decided to make another trailer. This new trailer (we call it Trailer 3 or Gameplay Trailer) is a collection of mostly real scenes from the game giving the taste of how the game is actually played. After heroic effort coming mostly from Albert, this has been finished by now. It will be made public on the launch. Something for you guys to look forward=) The current trailer has been visually (and a bit in terms of content as well) improved and will also be made public with the game launch. We call this one Trailer 2 or the Teaser, because it gives a taste of what the game is about. And to add a bit of nostalgy, do many of you still remember the very first trailer (Trailer 1) which we made for the Indiegogo campaign? It was made in less than a week and then re-made within a few hours before the launch of the crowdfunding campaign (which happend at 8 a.m. after a sleepless night). Some of the phrases (voiceovered by a polish narrator) became kind of memes at a time (i.e. "fix fings"). Oh boy, that feels like in another life=) The Bonus Screen So to compensate for the wall of text below is a screenshot of one of the upcoming features in the 0.13. We have added a little side gui that will provide clickable shortcuts for couple of existing windows (i.e. Main Menu, Production Statistics) and couple of new windows. One of them is the Bonus Screen. This shows what Bonuses has the player researched / obtained. This is quite useful information which was not avaiable until now. Next week will be more focused on new features we are working for in 0.13. And it is imho quite interesting stuff, so stay tuned. To keep up with the tradition, if there is anything you would like us to know, join the discussion at the forums.

Friday Facts #53 - Multikulti Multiplayer

Posted by kovarex on 2014-09-26

Hello, the summer is officially over soon. I have this tradition of denying it by wearing just a t-shirt as long as possible, so I'm getting less and less comfortable outside until I accept the defeat by the cold weather. The experience is, that the short days and ugly weather speeds up the work on Factorio as we tend to stay inside and code all the time.

Friday Facts #55 - MP preview

Posted by Tomas on 2014-10-10

Good evening everyone, we have spent the week doing various stuff. Playing and testing the multiplayer game, working on some promised features (yes, talking about the tank) and also sorting out administrative issues. In the end we have signed an agreement to rent a place in the Prague city center so since this week we officially have an office space. The place is still empty but we are already looking for furniture and computer equipment to turn an ordinary looking flat it into a true Factorio HQ.

Friday Facts #103 - Prototyping ahead

Posted by kovarex on 2015-09-11

Hello, I went back to reading sci-fi these weeks, and I'm amazed by the amount of interesting ideas are there. One of the first short stories from Philip K. Dick I read is called autofac, it is about auto replicating industrial factories that got out of control. This reminded me Factorio a lot. One day, we will have to extend the game to make self replicating factories possible, because that was actually the first goal I had in mind when I started thinking about this game, so it would be really pity to miss it.