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Factorio is coming to Nintendo Switch™

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.

Friday Facts #165 - Death by a thousand cuts

Posted by Rseding91 on 2016-11-18

Mod settings Right now when you want to customize a particular mod you have to: Know what folder the mods are stored on your computer Unzip the mod Figure out what line of which file has the thing you want to change Save and optionally re-zip the mod Hope what you changed is compatible with the way the rest of the mod works The game also forces everyone playing on the same multiplayer session to have identical mod files so any changes you've made make it impossible for you to join others unless they also have made those changes. This also makes it difficult for mod developers to troubleshoot bug reports because they don't know what you might have changed. This is obviously not so great and I want to address the main problem: there's no good way for mod developers to give users any portable way to configure their mods. To fix this we're going to add the ability for mods to define settings that will be presented like our in-game options menu now under a new section "options -> mods". This will let mods give some basic information about what kind of setting they have and we can present it to the player in a (hopefully) nice GUI with verification and feedback about why what they've entered isn't valid (if it's not valid) as well as the ability to change them runtime should the particular setting allow it. We can then sync these settings on joining multiplayer sessions (or not should you not want your settings to carry between games) and everything will just work.

Friday Facts #40 - Working remotely

Posted by Tomas on 2014-06-27

Hello, we have spent another week doing fulltime bugfixing for the 0.10 release. This includes working through the backlog of bugs accumulated for past couple of months as well (quite a few train related bugs have been fixed). The result is 0.10.2 which will be released later today. We had a small issue with the updater in 0.10.0 and 0.10.1, so 0.10.2 needs to be downloaded manually for Windows users having these releases. From then on it should work as expected. Eventually we will make an explicit 0.9.8 -> 0.10.x update package that will work for all the distributions.

Friday Facts #188 - Bug, Bug, Desync

Posted by Klonan & Twinsen on 2017-04-28

0.15 release I would be surprised if you are reading this blog and didn't know that we released the 0.15 experimental this Monday. After more than 6 months of work and effort put in, we are really happy to finally see everyone playing and enjoying it so much. We'd like to thank you all for the feedback and suggestions we've received, and for being patient with us when we couldn't keep to our plans. The whole team here is committed first and foremost to making as great a game as possible. While the delays were not insignificant, we really hope we have met your expectations and delivered on what we have promised. Initially we had a small issue with our new config system and a script we use for Steam cloud syncing, leading to the game looking for a value which was no longer there. Thankfully HanziQ solved the problem in short time, and we released 0.15.1 just 3 hours later. The rest of the week ran pretty smoothly with the typical bugfixing, while the majority of the GFX department takes a well deserved break. If you are interested in seeing an overview of all the new features, you have a choice of British or American flavour, provided by MangledPork and Xterminator respectively:

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.

Friday Facts #153 - 0.13 Stable, 0.14 Experimental

Posted by Klonan on 2016-08-26

Hello, Albert is back this week, and has resumed his work on the liquid wagon and associated accessories, as well as offering his guidance to some visual related programming tasks. Kuba and Honza are also both back from their respective holidays, and overall the office is feeling much more full than last week.

Friday Facts #61 - Into India

Posted by Tomas on 2014-11-21

Hi there, we spent quite some time at the GDSession last weekend. The conference was fun, but a bit tiring. I think we are not used to meet many new people at the same time anymore. And there were tons of new people:) The talks were unsurprising but we enjoyed chatting to small indie studios sharing similar challenges we do. And they had great cakes for refreshement:)

Friday Facts #158 - The end of the 32 bit era

Posted by kovarex on 2016-09-30

Hello, another friday and another Facts. It has been 3 years already without a single friday facts missing. I didn't expect that!