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Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

Posted by Klonan, Bilka on 2020-04-24

Tile transition collisions Klonan We first mentioned a change to our tile transition logic back in FFF-199, and not long after in FFF-214. These two posts focused more on the visual side, and how it makes the game terrain look so much better. In short, the tile transition logic overlays an additional sprite over adjacent tiles, so that where the two tiles meet has a much more natural look. Left: Tile transitions on; Right: Tile transitions off. So while the looks were taken care of, we also had to deal with the 'feel' of the tiles. The easiest example of this is the 1x1 landfill 'stepping stones'. It really looks like you should be able to walk/drive across the 1 tile of water. So we added in an additional layer of collision checks, which will consider the transitions when performing the logic of what can go where. Now some of the cheesier among you will know that biters don't know how to get across these 1 tile gaps. That is because simply we never enabled the biters to use this collision check logic. One reason is that more checks means more UPS usage for the biter pathfinding, another is that we didn't think it was necessary. However it was available in the engine, and any mod could enable it if they want. That is exactly what I did with my Mining drones mod. Initially this seemed to work, and I thought it might make them walk around lakes a bit more naturally (like the player character does). However quickly I noticed that people were reporting on the forum that the game was crashing with the mod installed. I quickly reverted the change to my mod and we started looking into it. It turns out that the new abstract pathfinder we added for better unit pathfinding (FFF-317) was not set up to consider units using this tile transition collision logic. This same crash was happening sometimes without any mods installed, but the case was more difficult to reproduce, so this is a nice situation where mods help us work on issues in the base game. Recently I have been working on another unit heavy mod, Transport drones, and the principle design behind the mod heavily relies on the tile collision logic (the units don't even collide with entities). It turned out to be a really nice test of our new pathfinder, but also highlighted some of the issues that not considering the tile transitions can bring. By not considering the tile transitions, the drone takes an awkward path along the diagonal road. This week Oxyd finished his work on an upgrade to the pathfinder, so we can enable the tile transition collision logic with units. The change is immediately noticeable with the above example. By considering the tile transitions, the drones path much more naturally. With the logic now in place, we are debating whether to enable it for biters or not. We probably won't, it is only a minor change and would have a non-zero performance impact (a rough test puts the worst case at about 5%), but then again it is a fun way to surprise those who thought the 1 tile of water would stop the biters attacking, and it kinda makes sense they can walk over it just as the player can. Well we will see if there are any issues with it in the modded cases before any further consideration. As a bonus fact (this is Factorio facts after all), I spent a bit of time benchmarking some late game Transport drone based factories (screenshot), and found a few nice performance gains.

Friday Facts #82 - Optimisations

Posted by kovarex on 2015-04-17

Hello factorio builders, I hope you enjoy lists and numbers, because you are going to be fed by these today :).

Friday Facts #365 - Future plans

Posted by kovarex, Factorio team on 2021-02-05

Hello, the 1.1 release is the final release of the vanilla game. It will be maintained, so bugfixes, simple modding interface additions, or minor tweaks can happen, but that's about it.

Friday Facts #250 - Dead end conclusion

Posted by Klonan, Twinsen on 2018-07-06

Mod portal features (Klonan) Sanqui has been quite effective these last weeks getting stuck in with the mod portal, so we have some interesting additions to talk about. Mod deprecation A modder can mark a mod as deprecated, which indicates they are no longer updating or maintaining it. The typical case is a mod will add something relevant for the current version of the game (E.G, a mod to scan the players starting area), and then an update to the base game makes the mod obsolete. Just deleting the mod could potentially cause problems for people playing an older version, people might ask what has happened to it etc. Marking as deprecated will keep the mod up on the portal, but it will be hidden from any public searches. This way people downloading using 'Sync mods with save' feature can keep playing, while new players won't stumble upon a mod that is no longer useful or up to date. It also preserves the downloads and discussions in case the author wants to revive it later. Collaborators It is often the case, that a mod author will want someone else to help them maintain and manage their mod, for instance if they are going on holiday when a major release is coming out. The way it has worked in the past, another modder would have to come and upload an updated version of the mod under their own name. Now a modder can set another player as a 'collaborator', which means they can help out will all the maintenance of the mod. Collaborators can do everything the author can do, except add or remove collaborators. You might also spot the other feature, transferring mod ownership. This lets the author give the mod completely to a collaborator, in the case that they are no longer interested in working on the mod at all. Discussions notice Mod authors can now display a notice above their mod page discussions, informing the users of any useful information. For example, an author might prefer you to report bugs on their GitHub page, so the notice will inform users of where they should go. An additional option allows the author to disable the discussions completely, in the case they have their own forum/thread somewhere for discussions. If you have any ideas for an improvement to the mod portal, please let us know on our Mod portal discussion subforum.

Friday Facts #71 - To the stars

Posted by Kovarex on 2015-01-30

Hello We released the 0.11.0 exactly 3 months ago. And here we are, 3 months later, still far from the stable release. Our estimate is still the same: just one more month until the stable. There are more reasons of this: It looks like the new wave of people coming to Factorio discovered many new problems. Many of these were in the game from the very early stage, but just haven't been detected until now. All the code written until 0.11 (2 and half years of work) needs to work in strictly deterministic manner now for the multiplayer. We started to cover all of the bugged areas by automated tests. Sometimes it takes 5 minutes to fix the bug, but another 2 hours to make the correct test for it. I hope it will pay off in the future. And last, but not least, lot of bugs have this kind of life-cycle:

Friday Facts #142 - Playtesting

Posted by kovarex on 2016-06-10

Hello!

Friday Facts #31 - Factorio is going places

Posted by kovarex on 2014-04-25

Hello, as mentioned in the last update the word about Factorio started to spread much faster than we were used to. We are happy about that and we would like to thank to all the people who helped to spread the word. We have been contacted by several youtubers, and told all of them to wait for the release of their videos until the 1st of May so there is a good chance that we didn't even reach the peak so far. The reason why we want to wait for the 1st may is because it is the release date of our new trailer, we were ready to send Albert home to see his wife already, but his perfectionism didn't let him as he decided to remake the last entity for the trailer, the steam generator. It is already remodelled now, waiting to be retextured, so we are almost finished. Most of the work now is still related to the multiplayer. I keep fixing one desynchronisation bug a day, so I'm near to being able to replay the demo campaign. We are discussing the details of networking almost daily and it seems like our second model of network synchronisation is going to be more consistent than the first one. I hope that the Factorio dev proverb (The third version is usually good) will not apply to this. In the meantime, I started to do a little research of the problem with the growing video memory requirements. It is going to be more relevant in the future if we want to add different enemies or machines, so anyone who knows about game programming could give us a hint. Destroying and building stuff is always more fun with effects. We are always eager to learn what you think at our forums.

Factorio 0.4.1 released

Posted by Tomas on 2013-05-06

Hello guys, Factorio 0.4.1 has just been released! This is a bugfix release to the 0.4.0 update that has been made on Friday. The 0.4.0 has been tested by the guys at the forum and in 0.4.1 we provide bugfixes to the things they found. Let's have a look at the biggest changes introduced in the 0.4.0 and 0.4.1. The main theme has been the trains. Connected rolling stocks form a train. The trains can be assigned schedules of stations to visit. In the station the train can be loaded / unloaded an refueled. There are also semaphores to guide trains in the railway network. Apart from this we have also fixed some bugs in how railroads and rolling stocks work. Further information about how railway transportation works is available at our wiki. Apart from the trains we have added quite some functionality to the electricity. There are three new elements for energy distribution: the medium electric pole, the big electric pole and the substation. They all have different properties and are appropriate for different situations. Also there is the long awaited accumulator. Now finally even in night the factories can be protected from the alliens by the laser turrets. We have invested a lot of time into the tuning the determinism. The game is now (almost) fully deterministic. This is a necessary first step towards the multiplayer. Players can see our effort in action already in the replay functionality. Because of the determinism limitations the replaying functionality works only on the games that has been played within the same version with the same sets of mods all the time (and started in 0.4.1). As usual the release contains a lot of fixes and extensions in the scripting. As a result some of the 0.3.x version of the mods (especially those using a lot of scripting functionality) might cause errors with the new version. This can be repaired by using updated mods (when that happens). As before, the new version is compatible with all the previous saves. We really don't want the players to lose the games they have spent so much time with. After the long time of waiting we have added more Linux support. Next to the .deb package there is now a generic .tar package available for download. This is aimed at the more experienced users who will be able to deal with the dependencies themselves. That was longer than expected. The release details are available as usual on our forums. Time to go for a run to clear the head:)

Friday Facts #44 - Decision making

Posted by kovarex on 2014-07-25

Hello, welcome to the weekly dose of information that proves that we are not slacking :)