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Friday Facts #129 - The late game

Posted by kovarex on 2016-03-11

Hello, these Friday Facts are focused solely on our view of gameplay issues in Factorio, and our plans to solve these.

Friday Facts #84 - The wedding day preparations

Posted by kovarex on 2015-05-01

Hello fellow builders, There is this commotion about the paid mods on Steam. (It had been cancelled already). I understand that the implementation was far from optimal, as people would be suddenly expected to pay for mods that were free until now. It was also sad, that the modders were to get only 25% percent of the money. But I personally think, that there is nothing wrong about the idea generally. If a reasonable price tag on a great mod allows the creator to develop the mod full time, create professional content, and people are willing to pay for it, everyone wins. Free mods would still exist so it would be up to the players to choose. I'm NOT saying we are going to allow paid mods for Factorio anytime soon. But I'm not denying this possibility in the far future.

Friday Facts #224 - Bots versus belts

Posted by Twinsen & Kovarex on 2018-01-05

The 0.16 stabilisation update (kovarex) We had quite a lot of critical bugs after the 0.16.8 release that introduced the logistic chest finalisations mentioned in the last FFF. I'm sorry for the trouble, but it is called experimental version for a reason. It seems that 7 releases in the past week has been enough to stabilize it. We are finally in a state, where we are fixing more bugs than are reported, and we are reaching the first boundary of less than 100 active bug reports. It seems that the most urgent things are to be be finished soon, and we could find the needed time to dive into the belt logic to be able to consolidate it. This is my plan for the next week.

Friday Facts #262 - Hello my name is: Compilatron

Posted by Abregado, Wheybags on 2018-09-28

In FFF-241 we discussed how the game delivers information to the player in a number of confused ways; Blinking arrows and circles, chat messages on the bottom left corner of the screen, objectives in the top left, orange modal boxes bubbles on top of the player, and so on. These problems are exacerbated on high resolution monitors, where the information becomes even further spread apart. We have tried a few ways to unify this information, but much of it was required to be in the world space, or needed to have a link between the screen space and the world space. The common solution to this is to have the GUI 'point' to an entity in the game world, but we wanted something more interesting.

Friday Facts #332 - More sounds & Map color tweaks

Posted by Ian, Klonan, V453000 on 2020-01-31

Hello, We released 0.18.2 and 0.18.3 this week. In terms of major releases, this one has very few bugs, so we haven't had a lot of pressure to crank out the releases at lightning speed.

Friday Facts #223 - Reflections on 2017

Posted by kovarex on 2017-12-29

Hello, this is the last Friday of 2017, and as such, the last Friday facts of this year.

Friday Facts #314 - 0.17 stable

Posted by Klonan, kovarex on 2019-09-27

Hello, technically this post is the π Friday Facts, but unfortunately we can't think of anything special to do... maybe someone can make a Combinator cake... that can calculate π?

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 #431 - Gleba & Captivity

Posted by V453000 on 2024-10-04

Hello, It's time to speak about more Gleba. Some changes, and also something new...

Friday Facts #255 - Construction tools

Posted by kovarex on 2018-08-10

Hello, we had a small Factorio 0.17 LAN party this weekend. The purpose was to try and test some of the new features and play the game properly as I haven't had time for that for quite a while. I used this opportunity to think about all the smaller or bigger decisions, features or change of plans in the context of playing the game for many hours.