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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 #405 - Whole belt reader, New logistics GUI

Posted by Klonan on 2024-04-05

Hello, Today we have quite a range of new features and improvements coming in 2.0.

Friday Facts #269 - Roadmap update & Transport belt perspective

Posted by kovarex & V453000 on 2018-11-16

Roadmap update (kovarex) A lot of people have been asking recently, when can they expect a new release and when is the game going to be finished. The original plan was to finish everything, and release the final version of Factorio ideally before the end of 2018. This was the plan at the beginning of the year. We worked in our usual way of "it is done when it is done" for quite some time, but then it started taking a little bit too long, and we weren't even sure what is a realistic timeframe to finish it in. To help this issue, we tried to become a little more organized in the past few weeks. We went through our list of all the development tasks, and tried to finalize it. We removed all the things that we decided to cut, and added all the missing things that we need to do before the game is finished. Then we tried to make some kind of time estimate for each task, to get a general idea of when everything will be finished. We started to be more conscious of who is working on what, and how much time each task is taking, to know how accurate the estimates are. The result was, that if it all goes well, we could be done in 6-9 months. This is probably not something you wanted to hear. After a few rounds of discussions, we decided split the releases of 0.17 and 0.18 in the following way: 0.17 plan It will contain all the things we have done up to this point, mainly: New render backend, which helps performance and solves a lot of issues (FFF-251) The graphical updates: walls, gates, turrets, belts, biters, spawners, electric poles (FFF-268, FFF-228, FFF-253) The GUI reskin (FFF-243) New map editor (FFF-252) Resource generation overhaul (FFF-258) Robot construction tools (FFF-255) Rich text (FFF-237, FFF-267) And more... It will also include some things we know we can finish soon enough, mainly: Redoing some of the most important GUIs (Action bar, character screen, main game GUI, train GUI, play GUI, tooltips) Fluid optimisations And several smaller things, which depends on how it goes We will release this during January 2019, we will announce it more precisely in advance. 0.18 plan It will become the final 1.0 version once it is stable. It will contain mainly: New tutorial New campaign Final mini tutorials Revision of rest of the GUI All remaining high res graphics graphics and final polish We obviously don't know exactly when is it going to be ready, but we hope it to be sooner than 9 months from now.

Friday Facts #218 - Import bpy, Export player

Posted by V453000 & Twinsen on 2017-11-24

Hello dear biters and related species from unexplored planet full of life and natural resources. Recently I have been working on several high resolution graphics for your best friends - the tank and the player character. In this article I would like to show their updated visuals to you, as well as a sneak peek at how they are produced. The following text may contain traces of automation.

Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted by kovarex, V453000 on 2020-10-30

Menu simulation V453000 In the last FFF, we presented that we now have the capability to show real game simulations in the Tips and tricks. Naturally we asked ourselves what else could we use this new technology for... We've dreamed about this multiple times in the past, but the technical roadblocks didn't make us think too seriously. We'd like the main menu background to be a real animated simulation of the game, similar to what Transport Tycoon or Rollercoaster Tycoon games have. Instead of things like cinematic trailers, we always present the game in its true form, and the menu background does not follow this logic. Also, any time we improve any graphics, a static image immediately gets older while a real game simulation is updated automatically. We've created a variety of scenes that each demonstrate some feature(s) of the game, from first miners all the way to the artillery and Spidertron. The screen is quite zoomed in and the factories are rather small, so it's more of a demonstration of the game's features rather than a showcase of "the best things anybody has ever built". The scenes are randomly rotated, where all of them have to play once before any repeat. The main menu should include both Factorio and Wube software logos. The Factorio logo has been used in many places from prints to trailers many times already. Its concept is that the logo is an entity like any other, and integrates itself into the world by being built there if at all possible. The Wube logo is different, both graphically and in concept, so we can't represent it as an entity. It makes a lot of sense that Wube is in a layer underneath the world of Factorio, so we're using it as a special water tile. From now on, the Factorio entity and Wube water tile are both buildable in the map editor without the use of mods. The "water-wube" only works well in specific positions, as it repeats in a 8x8 tile pattern, so fitting it in an existing factory can be tricky. To make it clear that behind the menu is not your factory, every scene has the logos in the exact same position, and the screen has a vignette-like shader on the edges.

The Perks (Part 2)

Posted by Tomas on 2013-07-10

Hello, here is another update on progress in delivering perks from the alpha preorder. The game development itself is going along quite well. The updates are coming out more or less once a month. This gives the people who have bought the alpha access a sneak peek at the Factorio evolution in progress. Some time ago we have also introduced the first version of the scenario pack. The forum community helped us to tweak the bugs and balance the missions. The result are three mini campaigns that provide various factory-building challenges to the player: Tight spot - Little space, limited resources and fixed amount of time. Buy land and machines and sell your final product. Transport Belt Maddness - So many chests and such a small island. Can you connect the chests without your head spinning? Supply challenge - Six hungry chests that change their taste often. Is your production flexible enough? These missions are the first batch and there will be more coming in the future. The scenario pack is available to the Furnace Attendant tier or higher. Another update in the same tier is a new Factorio wallpaper displaying the Assembling machine in the night. The Mining Drill Operator tier has been updated as well. For a while there has been an option to put your name in the game. Quite a few people already did this and now there are train stations named after them in Factorio. As of 0.6.0 the name generator will be used for Labs as well. Another update for this tier is the first version of the Concept Art book that is available for download now. As mentioned before this is some very early Factorio concept art and the book will definitely be updated as the game development progresses. Last update regards the access to our internal art wiki. The Mining Drill Operator members (or higher) from now on can observe the evolution of the in-game graphics via a read-only access to the wiki. There are plenty of sketches, inspirational photos and different variants of the game objects. The wiki is hosted on the google pages, therefore the google login is necessary. For now the invitations will be send on request. That means if you are a Mining Drill Operator member (or higher) then send us an email with your login name and we will send you an invite. This process will be automated in the future:D Here comes just a tiny recent preview of things you can see there: the evolution of new electric furnace model.