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What next ?

Posted by Tomas on 2013-03-07

Hi guys, here is a promised update on the next steps after the Indiegogo. We have compiled a list of questions and answers and put them on our forum. Feel free to post comments and your opinions over there. There are also two news regarding the team: Indiegogo funds have allowed us to hire a new member. Kuba is a friend of ours and a very capable C++ developer. He will probably be spending half of his time on Factorio. We have given him a bunch of tasks already :) Our main graphic Albert came to Prague for a while to get more work done on Factorio. This will allow us to communicate better and move forward with the artistic side of the game. We will be posting some pictures of the Factorio team in work soon so stay tuned ;)

Friday Facts #39 - Digging too deep

Posted by kovarex on 2014-06-20

Hello, the stabilising (hopefully) 0.10.1 release is here along with the regular news from the Factorio development.

Friday Facts #48 - Effectivity in the long run

Posted by kovarex on 2014-08-22

Hello, apart few bugfixes, there isn't much of a progress this week in the absolute terms. Most of the work done this week was mainly to save time in the long run, so we should be able move forward faster. There are still some bugs in the 0.10.8 but these are not so critical, so 0.10.9 (stable candidate I hope), will get more time to accumulate more bugfixes.

Friday Facts #9

Posted by Tomas on 2013-11-22

Hello, since we started with the Friday Facts series, it seems to me that the Fridays have been coming more and more often. So here we are again with the handful of fresh news from the Factorio back stage. There is a good news and an even better news regarding the 0.8 release. The good news is that we have a definitive release date now. The date has been set to the Friday, the 6th of December. The even better news is that it will be Kovarexs' birthday the day before that, so there will be two reasons to celebrate on that Friday night:). On Tuesday the first ever "FactorioCon" took place. It was not really a conference, more like a spontaneous meeting. Here is what happened. In the reaction to the previous Friday post we got a message from one of our players on the forums, that he would be coming to Prague for the week. So we agreed to grab a beer on Tuesday night. In the beginning it was supposed to be just me and Kovarex but in the end all the Factorio team was present and even two more of our fans from Prague came (my brother and a friend of his:)). So we were 7 people. We took a beer and snacks in a pub by the river and had a good chat about the game (and life - the usual topic of pub chats). Most of the map editor functionality, mentioned in the last post is done. This occupied the majority of my time over the past week. Now it is actually a pleasure to work with . Maybe it is a subjective feeling, because I had to do some maps with the old editor:) Anyway the mechanism of layers and tools is in place and easy to extend in the future. So we will release the new editor into the wild, gather the feedback from people on the forum and then incorporate it back in if necessary. Includes. They are killing us. Factorio is written in C++ which has an old-school-textually-include-stuff approach to referencing objects in other files. This means that the compile time goes up fast with the growing codebase. Compile time is very unproductive kind of time. And it has been going up steadily. At the moment the Factorio core code base has almost 130k lines of code and it takes a fair amount of time to compile. My 2011 MacBookPro 13" takes already around 8 minutes to build the whole project from scratch. Sometime I take the time to wash the dishes or do a bit of exercise. But most of the time I just kill those 8 minutes by surfing the web or staring at the rolling compilation log. To battle this we have spent quite some time pruning the includes in the past days (it has not been the first time). Kuba was playing with some existing clang include analyzers while Kovarex wrote his own small tool to gather include statistics and try the trial and error include removal (remove - try compile - iterate). This is what the game development includes (pun intended) as well. Albert has defeated the deamons of the water and now he started integrating the new terrains together. On the other hand we are still struggling with the algorithm for correcting the terrain border transitions. The fail attempt number 5 (I think) is called "the weeping terrain": To keep the tradition rolling, the thread for comments is available on our forum.

Friday Facts #207 - Lua noise specification

Posted by HanziQ & TOGoS on 2017-09-08

Hello, it seems the summer heat has finally subsided, and we have not had to run our AC units the whole week. We mentioned earlier we have had Dominik in for a testing week, and we are happy to say that he is quite qualified for a position here, so will be remaining with us. Tom has also joined us, moving here from the Republic of Ireland, and has been getting settled in working through a lot of the small unassigned tasks. It also seems most of us are back from our vacations, so the pace is picking up again. Most of the work this week has been on the unentertaining spectrum, with a lot of internal reworking and refactoring going on. A lot commits related to fixing our compilation after the move to C++17. Many of the GUI and input action functions were broken (such as rebinding keys, switch map editor tabs, setting combinator filters), so its been a team effort to fix these as they are found. Hopefully not many will slip through the cracks and into release.

Friday Facts #52 - Ups and Downs

Posted by Tomas on 2014-09-19

Hello guys, past week has prepared some ups and downs for us. On the up side, we have marked the 0.10.12 as stable and we also moved closer to getting the multiplayer reasonably working. On the down side our reservation for the new office has been cancelled which means we had to start looking for an office place yet again. That is rather unfortunate because we really liked the place we picked originally. Anyway, I am sure we will find another one soonish (we have already had couple of viewings this week but so far without success).

Friday Facts #80 - Crazy Start

Posted by Tomas on 2015-04-03

Hello hello, the April has started in a crazy manner here in Prague. Last couple of days the weather was switching from winter (cold and snowing) via spring (chilly and rainy) to almost summer (warm and sunny). The nature is definitely playing some April fool's jokes on us. Kovarex took some time off to go to Paris with his girlfriend over the Easter holidays. The rest of us has been merrily meeting in the office.

Friday Facts #56 - A lot of new stuff

Posted by kovarex on 2014-10-17

Hello, we have only 2 weeks left before the 0.11.0 release date. It is scheduled to 31. october. All the things in progress are starting approach the finish line, but as always before the release, it will be tight.There are quite a lot of things we want to deliver and multiplayer (mainly for lan and low ping games until 0.12 don't forget!) is one of those, not even mentioning the backlog of bugfixes we need to go through before the release.

Friday Facts #36 - Better late than sorry

Posted by Tomas on 2014-05-31

Hello, so today is Saturday (more specifically half past six on Saturday morning). The point of Friday Facts is that they are written on Friday. So what went wrong? Yesterday we were working all day long to make the promised release happen. We gave up on social life on Friday evenings long time ago:/ There were new and new things coming up. At one point we were ready to "push the release button" but then we found out that the game performance can drop significantly due to some strange Allegro sound issues. As a result the game was not playable at all. That was already late in the evening and we started to fall asleep over our keyboards.

Friday Facts #184 - Five years of Factorio

Posted by kovarex & Rseding on 2017-03-31

Today, it is exactly 5 years since the initial Factorio commit. As you may, or may not know, the first version was created in java, and it took me (kovarex) a whole 12 days to realize that it is not a good idea, and I switched to C++. As a small celebration I provide the Factorio pre-alpha version 0.1 . It is a good reminder of how much the game has moved forward in all directions. The controls are cumbersome, the graphics are funny and glitchy, the GUI is horrible. The campaign has 4 levels, where the last one is quite a challenging defense mission. There are also 2 savegames with one of the first Factorio Factories ever created.