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Friday Facts #260 - New fluid system

Posted by Dominik on 2018-09-14

Hi Factorians, This is Dominik, and my first FFF post ever! I will use this opportunity to talk to you about the exciting subject of pipes. Yeah, I know, right? Spring came and with it Twinsen, saying "Pipes suck. Two people already tried to fix it and failed, who wants to be next?", and I’m like "Hey, that’s just pipes, you just make a simple simulation, simple AF. I’m in." The conditions were even quite lenient: Fluids get where they should. They should act in a predictable manner, with reasonable splitting/joining in junctions. Fluids can travel instantly, if need be. Respect the pipe throughput limitations. Flow can be viewed on the pipes. Don’t do f**** up stuff like running in a circle indefinitely, sloshing back and forth endlessly etc. Should be faster/more UPS efficient. I am mostly working on the new GUIs, but still, the fact that summer is over and pipes are not done, kinda shows how simple fixing them is. Very naive I was.

Friday Facts #36 - Better late than sorry

Posted by Tomas on 2014-05-31

Hello, so today is Saturday (more specifically half past six on Saturday morning). The point of Friday Facts is that they are written on Friday. So what went wrong? Yesterday we were working all day long to make the promised release happen. We gave up on social life on Friday evenings long time ago:/ There were new and new things coming up. At one point we were ready to "push the release button" but then we found out that the game performance can drop significantly due to some strange Allegro sound issues. As a result the game was not playable at all. That was already late in the evening and we started to fall asleep over our keyboards.

Friday Facts #411 - All about asteroids

Posted by Fearghall, Earendel on 2024-05-17

Hello! Welcome to Fearghall's Factorio Friday Facts! (FFFF, if you will.) Over the last few months, you have seen asteroids a few times as a background part of some other FFFs, but for all their understated majesty, they were actually quite a complicated trick to pull off! Come with me as I take you on a 3720 to 1 journey through this asteroid field.

Friday Facts #64 - The plans

Posted by kovarex on 2014-12-12

Hello, we have a nice anniversary of the friday facts today, as we have one friday facts for every bit in the 64bit architecture address size. I believe this is the best time to show some of the 64 pixels per tile graphics experiments as well.

Friday Facts #198 - Rail segment visualisation

Posted by kovarex on 2017-07-07

Hello, after weeks and weeks of going through bug reports and fixing stuff (after all 0.15 was one of our biggest releases), it seems that we are approaching the end of 0.15 stabilisation. The (wishful) plan is to have a stable candidate for 0.15 next week. Sadly, this will change our attention to just different category of bugs: Those that we plan to fix for the 0.16 as they are not so critical and the changes required to fix them are too big to be done in 0.15 at this point.

Friday Facts #336 - Offshore pump redesign

Posted by V453000 on 2020-02-28

Offshore pump redesign V453000, Albert As one of the last entities which do not have high resolution graphics, the time has come for the offshore pump. The offshore pump is practically a 1-tile entity, but they must have a 1 tile gap between each other. It is also the only entity placed on a water tile at the moment. When we changed the way how terrain to water transitions work, we moved the offshore pump to be placed on the water tile. This can result in the pump drawing over terrain in ugly ways. With the redesign, we took the oppourtunity to move the offshore back onto land, and additionally the pump checks a 2x3 tile water area in order to be buildable. The new placement rules only applies to newly built pumps. Offshore pumps on existing maps will keep functioning, they’ll just be shifted out from the shore. There is no blue colour for water integration at the tip of the offshore pump, so the offshore pump will look correct even with unexpected water types (not a big problem in vanilla). The water integration is split to an underwater layer which does not show when the pump gets landfilled over. In the basic concept, the offshore pump is another type of a pump, so it should be similar to the other pump entity Albert made a few years ago, including the animation and visible fluid in it. The obvious difference is the connection to water. However we felt that is not different enough and needs more visual balance, so we added a pair of supportive legs. We are planning to release the new offshore pump graphics with the next release, likely next week.

Friday Facts #229 - Taiwan report & Lamp staggering

Posted by Twinsen, Klonan on 2018-02-09

Taipei Game Show 2018 (Twinsen) After a long 14 hour flight back, Albert, kovarex and I arrived back from Taipei, after our attendance at the Taipei Game Show. Jitka started her vacation by staying there to visit the Taiwan island. We stayed there for 7 days (2 days in the business area, 3 days in the convention area and 2 days of free time where we visited the city). In the business area we met many potential business partners and got way too many business cards. We made some friends among the other indie developers and tried all kinds of fun, weird, interesting and some bad indie games. The convention area was very crowded, with 350,000 visitors slowly trying to make their way through the fairly small convention hall. I can't speak for the others, but I still enjoyed myself. Even though it was crowded, most of the games were in Chinese, and I only got to try one AAA game, there is something about being surrounded by games, gamers, and game developers that makes me feel great. Our booth was in the indie area. We had many people coming to try the game but also many fans wanting to speak with us and congratulate us for making a great game. AndrewIRL who lived there for a few years, invited us for dinner to "the best restaurant in the city", and we were not disappointed. Factorio is not an easy game to demo, since it takes at least 30 minutes to kind of understand what the game is about. But having the trailers looping on the screen, and having subtitles for the gameplay trailer meant that the people got a fair idea about what the game is about and how complex it is. While not the best, we had people start by playing the campaign. Most of them were leaving after the first level but some of them were also getting addicted and playing for multiple hours. We gave free Steam keys to some of the people who were more engaged with the game. It was a learning experience to see people play the game for the first time and to see the most common problems with the campaign, the interaction, the UI and the Traditional Chinese translation. The days were super exhausting though, many of us collapsing at the accommodation and sleeping for 10 hours. Luckily we had 2 more days to relax and enjoy the city before flying back. We mostly split up and each of us visited what they were most interested in, with me going through the electronics markets and riding a rented bike through the rainy streets. To give credit where credit is due, I'd like to thank the game show for inviting us and sponsoring our booths, and Razer for conveniently lending us the laptops we used to demo the game. Financially there is no point in us going to a game show, our attendance did not bring us any extra sales in Asia, as expected. The point of going there, for us, is to visit the show floor, play and see random games, make gamer friends, meet fellow developers, meet big fans of the game and maybe make some business partners. Since many of you mentioned PAX and some of us are interested in going there, we are trying to see if we can attend PAX East this year (April 5-8th). So you might have another opportunity to come and take selfies with some of the Factorio devs. From left to right: Jitka, Albert, Twinsen, kovarex.

Friday Facts #267 - Experiments, Explosives & Extended tags

Posted by kovarex, Rseding, Wheybags on 2018-11-02

Entity info experiments (kovarex) The Entity info is the information about the currently selected entity that appears on the right side of the screen: We had 2 problems with its current state: As it is on the side of the screen, and the entity you are inspecting is generally in the center, it feels cumbersome to move your eyes from the entity to the info and back all the time. As it is always appearing, it adds unnecessary clutter to the screen. It is always blinking there, while 99% of the time it is not really needed. So we experimented with entity info as a tooltip next to the cursor when hovering the entity: So we tested 3 different ways to activate it: It always appears at the cursor, which has the disadvantage of always being in your way in the middle of the screen. It always appears, but it has some delay. It only appears when a hotkey is pressed (we tested it with Shift), which has the disadvantage that you have to actually do something to see it. We assigned each of the options to be tested by someone, with the hope to figure out which (if any) of them is better than the current one. Vaclav tested option 1, Twinsen tested option 2 and I tested option 3. Unfortunately the result was that in the end everyone preferred his option the most, and we had no conclusion at all. Then we realized that the flaw of the test was that each of us picked the kind of option we already knew we would probably like. After some discussions, we decided on the following: The current version of entity info will be the default. We add an option to set a custom delay for it, that is different than the normal tooltip delay (or never). We add an option to activate it with a key. We add an option to have it next to cursor or on the side. Two years ago, I was under the impression, that we need to eradicate all the weird options, to make the game just work for everyone. Over time and after all experience and feedback we have gathered, I started to realize that different people have different expectations, and their brains are wired differently. Some option might be useless for 99% or players, but for the 1% of players, it might be the most annoying thing to be able to customize it.

Friday Facts #120 - Spidertron

Posted by kovarex on 2016-01-08

Hello!