Hi there, after a hectical sprint, the 0.8.0 release is done. We have continuously reported on the progress, so the content of the release won't be a big surprise. Still, you can checkout the release notes on our forums. And if you are brave enough you can even try it out. The thing is that considering the circumstances the release will be "very" experimental. We have fixed all the major errors and crashes we came acrros. But still there were plenty of changes under the hood in non-trivial areas (namely the logistic system) so there are a lot of potential places for error. Just a reminder, you need to set "Enable experimental updates" in the "Other settings" for the builtin updater to update your version to 0.8.0. After a major release we usually take a day or two off. This time it will be no exception. Moreover it was Kovarex's birthday yesterday, so today in the evening we will have a party in our place. After the headaches are gone, the place is clean again and we recharge our batteries, we will be after the (supposedly found) bugs in 0.8 and planning the 0.9. It is kind of a never ending story:). The last bigger feature we worked on for the 0.8 was the Roboport. That is the "home" for the logistic and construction robots, where they can charge, station and which navigates them on the map. This neatly solves some issues there were with the logistic system before: Balancing - Roboport requires quite some energy to charge the robots. So the Logistic Robots will be less overpowered than they have been. Stationing - In the past robots without orders kept hanging at the place where they stopped. This was annoying and even caused robots to become a target for enemies after they delivered stuff to the player's inventory. Now every robot that has nothing to do goes to the roboport to station there. Area Separation - Before, all the logistic robots could fly all over the map. From the base to the expansion if necessary. Following the player fighting the enemy bases, etc. This was also less than desirable. Now the connections between the roboports define separate logistic networks which can't be mixed. This way, small independent systems can be setup in the expansions and one large network in the main base for instance. And on top of all that the roboports look really cool:D Albert happily took the break from the terrain and made a great machine in a short amount of time. You can checkout the "making of" animation below. Some of the instructional pictures in the demo were getting really outdated. So we replaced them with setups with the current graphics. Below is a side-by-side comparison for the instruction on how to use inserters from some months ago and from now. The last picture is the courtesy to Kovarex's grandmother, who made this wonderful cake for his birthday. The tradition is the commenting thread on our forum.
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.
Hello, It is exactly a year since we moved to the new office. I had also the Factorio presentation in the university for the third time already (third year), and I realized it is the third time I said there that Factorio will be finished in a year. I want to believe it to be true this time so we will try to really make it happen.
Hello, 3 days to go!
Hello, We know you love to blow things up, and the Space Age expansion will be bringing ever more advanced and powerful ways of bearing arms against your enemies.
Hello, another year has come and gone. We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about. Trust me we really want to tell you about it, and in time we will. There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now, the information would quickly become outdated and inaccurate. For now, we can offer this Christmas postcard Albert has made, which has a sneak peek of some new item icons. As well, we do have some other topics we can discuss.
Hello, We are a bit busy this week hosting a small LAN party with some fans and community members to playtest the Space Age expansion, so this FFF might be a little bit shorter than normal.
Hello, Grab your best lube, because it's time to talk about fluids!
Hello, we would like to talk about the remote view changes coming in the 2.0 base game update. This is one of the foundations to be able to talk about the space platform and planets later, so lets get into it!
Hello Factoriods, last week we parted with a sad postcard of a biter dying after massacre on st. Valentines' day. Well they are tough fellas these biters so they got their claws sharpened, got some of their best boys together and set off for a revenge mission on the players' base. If you want to see them in action sweeping through a poorly protected oil expansion then check out the composition below. It was made by Albert, our fearless reporter from the Factorio planet. Now back to the Earth. Or more specifically Prague, yes that pretty city in the middle of Europe, where (among other wonderful things) the Factorio team is working day and night to deliver you the best build-factories-in-your-computer experience. And the day and night is not an overstatement. The "programming department" (me, kovarex and blue cube) usually works from something like 9 am to 7 pm. The working hours are VERY flexible. The part of the "working shift" is regular lunch with brainstorming at awesome local restaurant called The Carp in the honey (yeah no kidding - and they actually do serve the Carp in honey). The "art department" (Albert) has recently been in habit of working overnight. There are days when we chat in the morning after I wake up and he is just about to go to bed. Well the result is that sometimes (during very hectic days) we have a 24hr Factorio "development coverage". We do jokes about it, but it is definitely not something that we are proud or happy about. And actually it is getting better, in the early days we didn't do anything else then sit at home and code the game, nowadays the atmosphere is way more relaxed. Alright, so our efforts in the past week have been spent mostly on cutting down the massive list of bug reports that appeared after the Friday's 0.9 release. These efforts have culminated tonight by making the 0.9.1 bugfix release. While it fixes a lot of bugs we don't really expect it to become stable, namely after experiences from 0.7.x and 0.8.x generations :). Also some things are just not finished yet - like a migration of campaign or scenario pack to the new oil recipes. But if you were one of those who got corrupted saves from 0.9, chances are that this release will solve the problem for you. That is actually the reason why we tried to push it before the weekend. But as usual, no guarantees. We have been looking for someone to work on Factorio icons/items/technology images and graphic design in general for a while. It seems like we might have found such a person in the end. We will bring you more details when the deal is closed, for now it must suffice to say that the person is a she so Factorio could get a bit of a womans touch :). Also the rumors are that new assembling machine graphics are just around the corner, so stay tuned... No comments, no fun. Tell us what you think on our forum.