Hello, It has been very quiet in the office this week, the calm twilight between Christmas and the New year.
Removing RTL language translations Wheybags I'm sorry to say that we have removed the RTL language translations (Hebrew and Arabic) in 0.17.20. Until this point we've had a half implementation of RTL languages, where the text is simply flipped when we download it from Crowdin. This 'works' for a decent proportion of things, but not nearly 100%. In order to attain the level of polish we want for the 1.0 release, we would need to spend a lot of time implementing proper support for RTL layouts. This just doesn't make sense for us given our current goals, and the proportion of our player base which uses these languages (less than 0.1%). We decided that instead of completely gutting the translations, we could leave them in for those who enjoy them, but not to offer them in the GUI as defaults. The languages will remain up on Crowdin, and the locale files will still be present in game, but there will be no option in the in-game language options dialog to choose them. If you want to use an RTL language, you will have to manually edit your config file to set your locale. Detailed instructions are available on our forum. What this also means, is that we won't be investigating any bug reports about RTL issues.
Hello, the struggle to finish the latest features and fixes so 0.13 can be in time, or just reasonable delayed, goes on. There is always last missing icon or tweak that was hiding around the corner. It is still not certain whether we can really deliver next week, but we will certainly try to.
Hello, You may have noticed we launched Space Age earlier this week :)
Hello, so here we go with the last Friday Facts before the big day next Thursday. 0.12.23 The 0.12.23 is getting latest tweaks regarding the integration of Steam functionality for sharing saves for one account across different locations (different computers). In the meantime the majority of the dev team has been playtesting the game for past couple of days (and doing the usual "factory building shouting" across the office). Hopefully it will be out in the beginning of the next week. Steam page So the Steam page is up and running. We have uploaded the 0.12.22 and that (together with the page content) has been approved by the Steam review. The game is now listed in coming soon section. Things to check out: Updated existing trailer. The new gameplay trailer is hidden and will appear together with the game release (just to keep the expectations=)). New Factorio cover image (Albert is really proud of this one=)). A bunch of selected screenshots. As usual, we are open to ideas and recommendations in the comments on the forum=). Other Steam Stuff There is now a Steam FAQ page on the Factorio subreddit which contains a lot of useful information regarding the Steam release. We have had a betting round in the office what will the Factorio review percentage be in 1 week and 1 month after the EA release (so 2 numbers, i.e. [90, 86]). You are welcome to give your bets in the comments. We took down the Furnace Attendant tier from our webpage. The Mining Drill Operator is still available, because it adds stuff (name in the game, gfx wiki access) which will not be available after Steam release. There has been some discomfort on the forums about people overpaying on the Furnace Attendant tier (because Scenario Pack will be given for free alongside the basic game). We don't percieve this as an unfair treatment on our side. Still, we are thinking about ways how to provide some additional value / recognition to people who supported us by buying the higher tiers. In the middle of the finishing gfx craziness, Albert has spontaneously stopped shaving his beard. This has been going for long enough time to catch attention. I found the "idea" somehow compelling and joined him not so long ago. Though not impressive beards they are quite unusual for us. We might make a picture next Thursday=) There is still a possibility of Factorio release day coinciding with Kovarex's baby being born. New trains overview screen One of the new features in the 0.13 will be a new screen for viewing all the trains in the game. This one is invoked from the mini side menu mentioned in one of previous FFF. The screen basically shows every train depicted as a minimap and a train schedule below it. Trains will be ordered lexicographically based on the first station (also lexicographically) in their schedules (this should be the "expected" ordering - see trains sharing the stations close to each other). Schedules give hint about current station and whether the train is on the way / waiting in the station / in manual mode or without path. Also there is a search field which narrows the listing based on the stations in the schedule. Below is an example of the trains overview. Updated train screen We made some more updates to the existing single train screen. Namely adding the "open ttd" inspired preview of the train. There is a switchable "camera view" and "map view". Both are zoomable by scrolling the preview. Check out below how it looks in the game. We are also thinking about using this embedded minimap / camera views in other parts of the game. One straightforward example would be to have a camera entity (it could also be just existing radar entity). Then there would be a screen pretty much like the trains overview screen showing all the cameras and you could quickly check what is happening in different parts of the factory without physically going there. Or maybe another approach would be to allow player (with a special object in his armor?) view real-time any part of the map covered by radars. The non-surprising comments thread at our forums is waiting for your feedback.
Hello, A bunch of us will be travelling to Gamescom next week as visitors, if you see anybody wearing a Factorio t-shirt, it might very well be one of us. We don't have a booth or exhibit this year, as we don't want to take any focus away from the development of the game.
Hello, the office is slowly ramping back up after the Christmas and New year festivities.
Christmas is coming early for Factorio fans. We have a lot of exciting things to show you and announce this week, so hold on tight.
It’s been several weeks since we showed you the graphics for new high resolution circuit connector modules (FFF-202). However now is finally the time when we have them in the game. In this article I will briefly show you what was done both in the graphics and code, and what new benefits are there for you as players and modders. I find the 0.15 version of the circuit connector module has following “problems”: The wire connectors are different from the combinators. Wires sometimes completely overlap, making only one of them properly visible. Modularity - you can somewhat tell what is happening based on the LED states, but it could be much nicer. Connecting a belt always looks weird, while the yellow structure which holds the connector box could be made more specific. Some of the rotations are utterly useless. The Lua definitions are spread over every single entity, so revisiting them all is a big pain.
Hello, we are still focusing most of our resources towards fixing as many bugs as possible so we have stable release in reasonable time. In the meantime, the preparation for the continuation of the work on the GUI rewrite is still happening: