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Friday Facts #48 - Effectivity in the long run

Posted by kovarex on 2014-08-22

Hello, apart few bugfixes, there isn't much of a progress this week in the absolute terms. Most of the work done this week was mainly to save time in the long run, so we should be able move forward faster. There are still some bugs in the 0.10.8 but these are not so critical, so 0.10.9 (stable candidate I hope), will get more time to accumulate more bugfixes.

Friday Facts #8

Posted by Tomas on 2013-11-15

Hello everyone, The preparation for the next release (the 0.8) are in the full speed. Original expected release date was today, but we are not ready yet. It will take at least two to three more weeks. Especially the graphical work on the new terrain has proved to be more trickier than we expected. Last week we had some good sales driven mostly by the people from the US. That had a very positive effect both on our credit balance but more importantly on our moral strength. We have been working on Factorio for a long time with a lot of uncertainty regarding the outcome. We keep getting moral boost from people on our forums but actually selling the game feels great. The absolute numbers were not staggering (the peak was at around 50 sold copies per day) but for us they were still high above average (usually it is like 10 copies per day). So the mood is better now, we even went out for some social activities this week. Back to the programming. The repair robots mentioned in the last post are done. Michal is fast:) He spent past couple of days with smaller tasks we had on the list for a while. Now he is fiddling with "ghost" entities (transparent outlines of entities without bounding box). These will be used for reconstructing entities that has been completely destroyed and in the future also for the blueprints. I have spent most of the time from the past week improving the map editor. We have quite a few mods for Factorio, but very little maps / scenarios. The people on the forums asked for the better editor multiple times, so we listened to them. Also during the work on the trailer I confirmed just how big pain it is to use the map editor. Now on to the features. I have a list full of things that need to be done, but couple of most important ones are: Terrain painting - before only one tile at a time could have been changed. Now there is a brush with different sizes that can change the surface pretty fast. Laying out the resource fields - The biggest pain in the old editor. Resources had to be laid out one by one and then manually increased by holding a specified key. Now the brush or spray can be used to do that in matter of seconds. Creating forests - Not so common, but still time consuming. Creating big forests one tree at a time will be a history by using a brush to draw many trees at once. Copying entity strutures - Moving a part of the factory 10 tiles to the right is not possible now. The plan is to allow some sort of selection and copy-pasting that selection to other place on the map. Inventory manipulation - Chests can be filled only one stack at a time now. I still don't know how, but this will be improved. From the above list the first two tasks are finished already. The rest is work in progress but will be ready for 0.8:). The map editor early preview is below. The tabs at the top left represent different layers(terrain, tiles, entities, items). Below is the tool list. The active tool is the spray which I used to spray the coal field. The usual thread for comments is on our forum.

Friday Facts #62 - The automation of Factorio

Posted by kovarex on 2014-11-28

Hello, Tomas is in India already, so the place is more empty again. The more empty it is, the harder we have to work to make for it :)

Friday Facts #57 - One week left

Posted by Tomas on 2014-10-24

Good afternoon everyone, We have commited to releasing the 0.11.0 on 31st of October 2014. That is next Friday. If all goes well, this will be our Halloween present to the community. But there is a busy week ahead of us:) Apart from regular pre-release craziness, doing significant refactorings the day before or fixing bugs at the last minute, there will be more. On Wednesday we have scheduled moving to our new office and on Friday morning (yes that is the release day) we will be giving a presentation at a local university about the project. We gave the same presentation about a year ago when it was not exactly clear whether / how long will we be able to continue working on Factorio. That has definitely changed for better, especially considering we are moving out of "our garage" (our apartment used as a working place), looking for people to work with us and doing other sorts of longer term commitments.

Friday Facts #16

Posted by Tomas on 2014-01-10

Good evening Factorians, today we had a presentation about the game at one of the universities here in Prague for the subject called "Video game development". It was focused on what is it like to develop an indie game. So yesterday we spent some time reflecting the past year and a half to come up with topics to talk about. We were thinking a lot about the period about a year ago before the Indiegogo campaign started, when the game was completely unknown to the public and we were close to burning out. The positive finding wat that as opposed to that period the work is now much less stressful and generally enjoyable. Maybe we (and people in general) should think about our down moments more often to better appreciate what we have ... Last Friday Facts promised a stable 0.8 release in the beginning of this week. Well, that was a false promise because couple of more bugs have been found that resulted in the new record for number of bugfix releases. Now we have the 0.8.8 in the experimental stage. If there are no serious issues found this will be made stable during the weekend. Having so many bugfix releases is rather annoying (and we plan to improve here by starting with automated testing) but it doesn't slow us down in the regular development. We have multiple development branches and the work on the 0.9 has been going for a while in the master branch, while the bugfixes are collected in the current release branch (the 0.8.x) and then merged back into the master. Talking about the 0.9, the work has been progressing well. Quite some internal rework of concepts is required for the oil industry and fluids in general. However, yesterday we already had an assembling machine that makes a recipe from some items and water supplied by the pipe. For this to work the recipe mechanism has been generalized and in the end (not yet done) following will be possible: The recipe ingredient can be a fluid. The recipe can have multiple results (both items and fluids). The results of the recipe can be randomized (there will be a probability of getting the result and a min - max range for the amount of the result). There might not be much more fluid content aside from the oil (and its variations) in the 0.9, however the mechanisms will be there for the modders to play with and take advantage of them. And we are curious what they come up with:) Kovarex has been working on the native blueprints for some time and he has the core functionality more or less finished. Of course that is just a small portion of the total work required (polishing, bugfixing, integration with other concepts, etc.) but it is something that can already be played with in the 0.9 branch. And it is actually quite fun to play with. The system is relatively straightforward now: You make the blueprint item. You select what to store in it (you get the blueprint preview on the item afterwards). You place it and the construction robots build it. You can check it out on the mini picture series below, where blueprints have been used to build the standard furnace line. If you would like to share your thoughts or ideas about this post, you can do so on our forum.

Friday Facts #109 - The team photo

Posted by kovarex on 2015-10-23

Hello!

Friday Facts #68 - The trains

Posted by kovarex on 2015-01-09

Albert is back from Spain and Cube is back from vacation, so the Wube is not lonely. Once Tomas gets back from India and Robert moves here, the place will feel fully populated again :)

Friday Facts #2

Posted by Tomas on 2013-10-04

Hello everyone, another weekly Factorio update is here. The 0.7.0 release from the last Friday night has triggered a lot of discussions on the forum. It seems that in the end we didn't get the balancing quite right and the natives are now rather overpowered. People reported cases when they were overrun by the biters after less than half an hour of playing. Another issue would be that the biters in the enemy bases would level up too quickly and when the player arrives to conquer the base there were plenty of medium or big biters (which are quire resistant). Apart from that the release was relatively smooth. There are some minor bugs but no deal brakers. After recharging some energy during the weekend at a local wine festival:), we started working on the 0.7.1. Unlike in previous minor releases, the 0.7.1 will contain also couple of new features. Most notable of these is the addition of late game player following robots (aka "destroyers"). They are quire expensive, but they allow to conquer even large enemy bases. And they are a lot of fun to play with because of their acceleration based behavior. Apart from this and other small features the week has been spent mostly by bugfixing the issues reported by the community. This is now more or less finished and we have started with playtesting and further balancing. The 0.7.1 is expected to be released during the next week. As mentioned before afterwards we will focus some of our energy on making the new trailer and preparing for the Steam Greenlight campaign. Another thing that kept us busy for a while has been the wiki. Originally it has been spammed to a degree when any ressurection seemed hopeless. However after many tries (what do you do with a 4GB sql dump file?) Blue Cube has managed to prune the database and resurrect the wiki at its original location. For now we have restricted the access only to people who has been confirmed manually by us. So if you are interested in contributing to the wiki (which would be more than welcomed) then request an account on the wiki page . You will need a forum account for that as well. All this is to avoid further automated spamming of the wiki. Not only the wiki has been resurrected but also thanx to Kovarex it now contains up to date information on Factorio 0.7.1 scripting interface. Albert has been busy and productive as well. He has finished with the enemy spawner which we had to redo couple of times because of notable noise in the final animation. The resulting animation is imho worth it. You can see it below (animation for breathing) together with the gif capturing the process of making the spawner model. After this Albert has worked on other small issues that we have been putting off for a while. Things like: slowdown particles, underground objects indication (belts to ground, pipes to ground) and finally the remnants after destroyed objects. These are especially useful because as a player you can see what has been destroyed when your base has been attacked by the natives. And here is a fun fact for this episode. Technically it happened last week, but it so funny that it still qualifies. So the thing is that recently we looked up that there will be an indie game conference here in Prague. We were super excited and all three of us went there really enthusiastic to talk to the people from the indie game industry and maybe propagate Factorio or something. It took place in the local startup hub. We arrived and saw that a workshop was about to start soon. So we sat down and waited for a while. It was a little bit weird that nothing was happening but after a while a guy appeared who said he is coming for the workshop as well. He started explaining to us what he does and it was all about some very advanced server management stuff. We waited all the time when he will get to the indie game part but it never happened. And it turned out that the workshop is actually about some advanced server management stuff. The indie game conference happened a year ago on the same day. So we were one year late. The people at the reception had quite a good laugh. All right, back to the reality. Recently we have created a new "Updates" category on the forum where we will try to regularly post small updates. We will also create there a post for every friday facts episode where you can post comments.

Friday Facts #89 - Timetables

Posted by kovarex on 2015-06-05

Hello, the current week was the time of merges. Different branches with functionalities were merged into the master branch: traingulations(finally), combinators, robot beams, personal roboport and others. Every other day the game/tests didn't work, because some merge broke something. But now it is starting to be stabilised again.

Friday Facts #428 - Reactor & Logistics circuit control

Posted by Klonan on 2024-09-13

Hello, It's another week! The release is getting closer!