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Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements

Posted by Twinsen, Genhis, Therenas on 2022-02-25

Hello, Today is actually the 6 year anniversary of Factorio launching on Steam, and just recently too we passed 3 million total sales (and we're even past 3.1 million at this point), so it is quite a milestone. It is great for us that the game is still selling consistently year on year, even though we never take part in sales or bundles.

Friday Facts #405 - Whole belt reader, New logistics GUI

Posted by Klonan on 2024-04-05

Hello, Today we have quite a range of new features and improvements coming in 2.0.

Friday Facts #319 - New T-shirts & Lua event filtering

Posted by Jitka, Albert, Aleš, Klonan, Rseding on 2019-11-01

Hello, There is a bit of a cold/flu going around the office, but it isn't severe enough to dampen our spirits (I don't like the daylight savings though).

Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted by kovarex, V453000 on 2020-10-30

Menu simulation V453000 In the last FFF, we presented that we now have the capability to show real game simulations in the Tips and tricks. Naturally we asked ourselves what else could we use this new technology for... We've dreamed about this multiple times in the past, but the technical roadblocks didn't make us think too seriously. We'd like the main menu background to be a real animated simulation of the game, similar to what Transport Tycoon or Rollercoaster Tycoon games have. Instead of things like cinematic trailers, we always present the game in its true form, and the menu background does not follow this logic. Also, any time we improve any graphics, a static image immediately gets older while a real game simulation is updated automatically. We've created a variety of scenes that each demonstrate some feature(s) of the game, from first miners all the way to the artillery and Spidertron. The screen is quite zoomed in and the factories are rather small, so it's more of a demonstration of the game's features rather than a showcase of "the best things anybody has ever built". The scenes are randomly rotated, where all of them have to play once before any repeat. The main menu should include both Factorio and Wube software logos. The Factorio logo has been used in many places from prints to trailers many times already. Its concept is that the logo is an entity like any other, and integrates itself into the world by being built there if at all possible. The Wube logo is different, both graphically and in concept, so we can't represent it as an entity. It makes a lot of sense that Wube is in a layer underneath the world of Factorio, so we're using it as a special water tile. From now on, the Factorio entity and Wube water tile are both buildable in the map editor without the use of mods. The "water-wube" only works well in specific positions, as it repeats in a 8x8 tile pattern, so fitting it in an existing factory can be tricky. To make it clear that behind the menu is not your factory, every scene has the logos in the exact same position, and the screen has a vignette-like shader on the edges.

Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Posted by wheybags, Twinsen, Abregado, Klonan on 2019-10-11

Map editor Lua snippets wheybags In the last few weeks, we've really accelerated our work on the campaign. We've been pushing ahead a lot with both the scripting and blocking out the physical level design. One of the problems we've come up against a lot, is that we often need to perform custom edits to the map, which are quite tedious, but not common enough to add a new tool to the map editor for them. For example, something like "disable all the spawners in this region". This kind of problem is easily solved with a little bit of custom Lua code, but getting the specification of the area we want to edit into Lua is a painful process of noting down and typing out location coordinates. It is also easy to lose track of these Lua snippets, as there is no good place to save them. To solve this problem, we decided to add a Lua snippet tool to the map editor. This tool will let you drag your cursor over an area, and it will then run your custom Lua code on that area. The snippets are named, and saved in your player-data.json, so you can keep them around for later. For example, this simple snippet replaces trees with biters. Currently, there doesn't seem to be a very big scene for community made custom maps/scenarios with custom maps, and we're hoping that the example from the campaign once released, as well as the much improved editor we have in 0.17 will encourage more people to give this a go.

Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Posted by albert, Dom, kovarex, Klonan on 2019-05-03

More remnants Dom, albert As for the conclusion of the topic opened in the FFF-288 we finally decided to go for a balanced solution in which the player can recognize what entity was destroyed and also walk through them. The solution of going up in the Z-axis is really attractive for designing the destroyed models, but it gives a lot of headaches to the game designers due its need of a bounding box. We are planning also a generic set of remnants for the modders who don’t feel like making the destroyed version of their own machines. Here an example of how a factory can look after a biter attack: These remnants are still a work in progress, many of them are not yet finished and we are planning more iterations with this subject. By now you'll find a sneak peek in today's release (0.17.36).

Friday Facts #345 - Unit group collision mask & Artillery shell particle

Posted by Klonan on 2020-05-01

Unit group collision mask Last weekend, a bug report came in on our forum. The issue was that the groups of biters were trying to path over the water, but the bugs can't swim. It seemed like something quite typical of a mod being funky. I looked into it, and it seems the Hovercraft mod was playing monkey business with water collision masks to make his vehicles ride over water. One thing involved setting water tiles to be walkable, and then adding an additional collision layer to all players and biters. What this modder didn't realise though, is that unit groups have a fixed collision mask. It used to be hardcoded, but a while ago it was added to the utility constants. So we just say "hey its a mod problem, here's a quarter, call someone who cares"... right? Well it didn't sit right with me, because deep inside I knew that the unit groups shouldn't have a fixed collision mask, it doesn't make sense really. Lets say you add flying units to the game. If you give individual commands to the flyers to go attack the base, they will happily fly over the water and attack without issue. However if you put them in a group together, a group of flying units, the group will path around the water, because the unit group still has a fixed ground collision mask. So this week I decided to fix it once and for all. It turns out it wasn't so hard in the end. As we mentioned somewhat in FFF-340, unit groups already have logic in place to recalculate their properties based on their members. I hooked into that logic to also make them recalculate their collision mask. The way that made sense to me, is that they should add the masks together, so that they only path where all of the units can path. A group of only small biters, they can't walk on water, so they walk around it. A group of 'water biters'. They can walk right over water, so they go straight through. A mixed group of small biters and water biters. They add their masks together, so only go where all the units can go. You can imagine it quite intuitively I think, the group will try to stick together, and that will mean the group can only path to places that all the members can reach. It feels quite nice to make fixes like this, as they are relatively small in scope and risk, but cleanup a lot of potential problems, and open a lot of interesting possibilities.

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 #334 - New poison cloud animation, flying robot dying effect

Posted by Ernestas, Posila, Dom, Klonan on 2020-02-14

Poison cloud Ernestas, posila The poison cloud animation is a placeholder spritesheet (that kovarex found somewhere on the internet), we have wanted to improve it for a long time, but since it was always such a small detail other things took priority. Well now is the time to finish everything, big and small. Some of the problems we see with the old placeholder animation: The edge (where damage will apply) is not clearly defined The center strongly obstructs vision underneath the animation It breaks the perspective/height illusion with its very circular shape The new animation was done quickly and without the need of any large changes to the Factorio engine. This is the mindset we are in these days, use the engine features we already have to finish things quickly and without trouble, and we try to stop ourselves going crazy with more detail. The smoke capsule itself spawns a bunch of smaller dummy entities which do the smoke drawing, while the damage is kept consistent by only using the central smoke cloud to apply damage.

Factorio is coming to Nintendo Switchâ„¢

Posted by Twinsen on 2022-09-13

For the past one and a half years I've been working on a secret Factorio project. Today we are finally revealing it. As announced during Nintendo Direct, Factorio is coming to Nintendo Switch! It's already in the final stages and the global release date is set for 28th October 2022. Here is what to expect: All of the game's content will be available. The gameplay is not simplified and there are no artificial limits. There will be no mod support. Multiplayer will be available, including playing cross-platform. Nintendo Switch Online is required for online play, but not required for LAN games. Save files are compatible between all platforms. There will be no save transfer feature at launch, but you can transfer your saves using multiplayer.