Blog search

Friday Facts #132 - Side Project

Posted by Tomas on 2016-04-01

Hello everyone past week has been a typical "not-that-much-interesting-is-happening" kind of a week here in the Wube office. Everyone is working on his continuous little sub projects. New and new bugs keep appearing in "should-have-been-stable-long-ago" 0.12 branch. The bugs are then fixed and the cycle continues. It is not easy to find interesting topics in times like these, however this week Robert has decided to share his pet project he has been busy with lately. Just to put things into perspective, Robert is the leader (and only member at the moment) of a subteam nick-named Factorio-X which is eXperimenting with pushing our engine to its limits.

Friday Facts #242 - Offensive programming

Posted by kovarex on 2018-05-11

Hello, this post is going to be more technical than usual, yet it might still be interesting to know the background of the process for some people.

Friday Facts #235 - 0.16 stable

Posted by kovarex & Rseding on 2018-03-23

0.16 to be declared stable Rseding thinks that we have the least amount of bugs in the game we ever had. Mostly because of the automated reporting system and partly because of my pushing of everyone to fix everything before starting other tasks. The 0.16.35 (to be released soon) will be declared stable on Monday, if no critical problems are discovered. This naturally leads us to:

Friday Facts #33 - Announcements

Posted by Tomas on 2014-05-09

Hi guys, the week since releasing the trailer has been a ride. We have got great feedback about the video, lots the requests to make a youtube coverage or blog preview of Factorio and the general awareness of the game is rising. The hedgehog (our mascot) is extremely happy about all this (or maybe its the spring).

Friday Facts #287 - Just bugs again

Posted by Klonan, kovarex, Sanqui on 2019-03-22

Hello, This week has been non-eventful. We are fixing bugs. There is not much to say, and I have updated the graph to reflect the status of the ongoing Dev vs. Bug war: The massive spike is the specific crash we talked about in the last FFF.

Friday Facts #125 - Achievements

Posted by kovarex on 2016-02-12

Hello, we spent one whole day by playtesting the 0.12 multiplayer. To my surprise, we didn't encounter any problems so we are just few small bugfixes far from the 0.12.23 which will be probably the version used on steam. I thought how experienced and good we are when we managed to make pretty big factory in just 8 hours, but once I saw the Factorio world record speedrun I don't think so any more :)

Friday Facts #175 - Programmable Speaker

Posted by Twinsen on 2017-01-27

The programmable speaker There has always been some talk around the office about a music box that can be used to make simple sounds, you could even connect it to the circuit network and make simple songs. I put it on my long list of circuit network ideas, and in the past few week it has been coming to life. So today I'll be talking about an exciting new entity coming in 0.15: the Programmable Speaker. It was designed to do two main things: Show configurable GUI alerts and play audio alerts based on circuit conditions. Play audio samples as controlled by the circuit network in a way that simple songs can be created. The entity graphics are placeholder programmer graphics. Let's start with the useful part, it's pretty straightforward. You set your circuit condition, set the sound you want it to make, set whether the sound should be heard in that part of the factory or across the entire map and add an optional GUI alert message. When the circuit condition is true, the speaker will play the selected sound and show the optional GUI alert. You can let the sound play continuously or use simple combinator logic to make the sound at custom intervals. And now that fun part. We knew we wanted the Programmable Speaker to be able to make simple songs. Crazy ideas started to pour in, and it was quickly becoming a full-blown music production DAW with custom synthesizers and control over everything. But this has to be easily controlled by the circuit network without having to build real-time computers with combinators. So in the end I made the Programmable Speaker work as a step sequencer. If you send a circuit network signal pulse, an audio sample will start playing, otherwise nothing will happen. There is no control over the sample length or any special effects, but this means it is quite easy to control it using the circuit network. Enough talk. Here is a demo of a song made using the samples already included. Everything you hear is created inside Factorio. I will leave it to you to analyze the video and figure out how the song is generated. Modders can easily add more audio samples to the entity, including custom alerts. I imagine there will be a voice pack mod that could be programmed using combinators to speak things like "Crude oil is low". I'm sure the Programmable Speaker will be part of some very interesting posts on the Factorio Reddit. There are some other circuit network improvements coming to 0.15, but I will talk more about them in some other FFF. The map download struggle (Technical) For as long as I can remember, our multiplayer map downloader had (among other problems) the problem that it would get stuck at 100%. It was an extremely rare problem some random person would report. We would keep ignoring the bug throwing it in "Pending" or "Duplicates" or "1/0 Magic", but after a few months some other person would report it again. I seem to have a habit of obsessing over these rare "unfixable" bugs (audio mixer crashing, vsync performance issues, non-pixel-perfect sprite drawing), so I started looking into this map downloader issue. First I was looking at the map downloader code itself, thinking surely there is something wrong there. This was a long process because I had no way of reproducing the issue, so it usually involved going back and forth with a person who was experiencing the issue. I would create an executable that would create detailed logs, that person would run the game using that, I would investigate the logs and see that our map downloader works correctly. The I would add more logging and so on. By the time I would reach some kind of conclusion that person would stop answering and probably stop playing Factorio. But near the end thanks to some helpful players, I was able to see what was happening. Looking at the wireshark capture for both the client and the server, it seems that a packet with a specific content or a specific checksum always gets filtered. Some cheeky firewall from the computer, router or ISP is looking inside the packet data and blocking the packets it does not like. No matter how many times I resend that packet, it never gets through, while all the other hundreds of thousands of game and map packets have no problem getting through. Correct me if I'm wrong, but something like this should not be happening. You can read all the details and see the packet data last posts of the forum topic. The issue seems to be resolved if I add one byte of random data to the packet, but I would like to know why is this happening in the first place. If you know what is happening or you know someone that might, please don't hesitate to enlighten us :) This shows how hard it is to make software that "just works" for everyone. There will always be that 0.1% of people who end up having problems that no one could have ever foreseen. Big thanks to admalledd, dadymax, Rippie and the other forum members who helped or are still helping me investigate this odd issue. In other good news, while Rseding91 was also looking at the map download code trying to investigate this problem, he found we had some slow code doing hard drive seeking, slowing down map uploads. He improved it and you should see better map transfer speeds on LAN and high speed connections. As usual, let us know what you think at the forums.

Friday Facts #99 - MP forwarding

Posted by Tomas on 2015-08-14

Good day to all, it is hot here. Really hot. We have loosened our "dressing policy" to "no T-shirt is fine". Both of our fans are running full speed and the fridge is stacked with ice cube plates. People come and go all the time - it is the mids of vacation period after all. Half empty (or half full) office has become a standard these days. Still the work goes on and there is progress.

Friday Facts #217 - Just another Friday Facts

Posted by Twinsen & Rseding91 on 2017-11-17

Hello, most of the team is out of the office today attending the Game Developers Session here in Prague, if you're around you can look out for some people wearing Factorio t-shirts. As we were thinking about what to write in this Friday Facts, kovarex suggested "In the next Friday Facts we should write about how hard it is to write Friday Facts". Sometimes it is really difficult to find something interesting to write about. Thankfully we found some short things that that we thought you would like.

Friday Facts #112 - Better noise

Posted by Tomas on 2015-11-13

Hello hello, I hope that the powerful constellation of Friday the 13th has brought you good luck or at least good humour. We have seen quite sharp decline in some Factorio related statistics in the past days so it seems that the AAA titles invasion starts to be felt ... many of you playing Fallout 4?