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Friday Facts #394 - Assembler flipping and circuit control

Posted by kovarex, Josh on 2024-01-19

Hello, let me show you another dose of things we just can't stop ourselves from doing.

Friday Facts #373 - Factorio: Space Age

Posted by kovarex, Earendel on 2023-08-25

Hello, long time no see! Today we are going to talk about the expansion which is called Factorio: Space Age.

Friday Facts #323 - Animated water

Posted by Albert, Ernestas, posila on 2019-11-29

Water animation - Concept Albert Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs, trees, decals, and constantly improving the map generation for a better feeling. But apart from biters and the factory, nothing else moves in this Factorio planet. So the environment is nice looking but it feels somehow unreal due this lack of motion. Today we proudly present the first experiment in this area: Animated water. This animation doesn't try to grab your attention, it's just there. Slowly moving. I personally bet that this animation, with the proper sound design, will provide the natural feeling that the planet needs.

Friday Facts #346 - He who does nothing, breaks nothing

Posted by posila, Klonan on 2020-05-08

He who does nothing, breaks nothing posila In the recent patch notes, there was a line "Fixed landfill spawning under player when building landfill elsewhere. More" and some people on Reddit were wondering how did this bug happen in the first place, and asked for the long version and even suggested we could even use it for Friday Facts, and I thought: "Yeah, if I am going to spend time writing this, we should consider using it in FFF so someone else doesn't have to spend time writing something else." ... but I am going to stretch it out. The landfill bug reported after the release of 0.18.21. Disclaimer: I have not been around during the ancient parts of this story (speaking of which, it's my 5 year anniversary at Wube, yay!), and changes I have been around for, or even done myself, I might not remember correctly. So this might not be accurate. In fact, let's say the story is purely fictional and any resemblance to real world events and people is just a coincidence.

Friday Facts #393 - Putting things on top of other things

Posted by V453000 on 2024-01-12

Hello, I have an irresistible urge to tell you a little story. I'm sure you come here for stories, don't you?

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.

Friday Facts #39 - Digging too deep

Posted by kovarex on 2014-06-20

Hello, the stabilising (hopefully) 0.10.1 release is here along with the regular news from the Factorio development.

Friday Facts #73 - Minds versus bytes

Posted by kovarex on 2015-02-13

Hi everyone, The full crew seems to show its results in its bug-fixing struggle. The working version of 0.11.16 contains historically biggest count of bugfixes and counting. We wanted release it by the end of this week, but it apparently needs more time as we always find some new problems when we test the multiplayer with more people. But the fact that we already managed to have less than 30 (relevant) unresloved bugs on the forums, and the fact that the multiplayer feels more stable every day makes us feel, that the hardest time of the stabilisation period of 0.11 might be over soon (TM).

Friday Facts #20 - The Release Buzz

Posted by Kovarex on 2014-02-07

Hi there!

Friday Facts #26 - How to satisfy achievers

Posted by kovarex on 2014-03-21

Hello, the spring officially started today here in the Czech republic and it is really beautiful weather here. This is nice, because the "I need to have a break" kind of strolls are much more enjoyable now. I don't want you to confuse with terms you don't know, so you can read in this lengthy article that players can be roughly divided into 4 basic categories Achiever, Explorer, Killer and Socialiser. I believe that I'm 50% achiever 25% explorer and 25% killer, so one of the (many) things I wanted to have for Factorio to be different than just industrially modded Minecraft was to offer the satisfaction for achievers like me. This is the reason why the player is under the pressure of biters that evolve over time instead of having all the time on the world to play and fiddle with factory setups. The achiever wants to fight through the obstacles to get to the goal, but the goal has to be difficult to be meaningful. When I played Starcraft II mission on brutal and I won on the first try, I was dissatisfied, because it was too easy. When I had to fail 3 times to understand the level mechanics and requirements to be able to beat the level after another 2 tries, that was the thing I loved. I loved that I had to think about timings and different approaches to problems and search for combination of the choices that work the best. But how to do it? How to satisfy us, achievers, in Factorio? How to do it, so non-achievers or beginners will not be discouraged? This is the way I believe should be done in the future: Provide much more balanced starting conditions on freeplay (some way of balancing nearby resources to contain the same amounts at least), and provide way to share starting seed so players can compare results on the exact same world. Add difficulty settings for the freeplay (they are not now) that would really make a difference in more aspects of the game, like enemy evolution/expansion speed, aggressiveness, pollution spread etc.so finishing on the hardest difficulty would really be a challenge. Provide something measurable that could be achieved (apart just finishing the game), trying to minimize the time seems like one of the possible solutions, because I really love the kind of strategic thinking, where every decision matters. Provide achievements. It is quite mainstream these days, and I believe that there is a good reason for it. It just satisfies us, achievers, and gives us directions as long as these achievements really mean something like: Finish the game under X hours on some preset settings. Accumulate 1 000 000 electronic circuits under X hours, or the other way around, accumulate the biggest amount of electronic circuits possible in 3 hours. Score some big amount of points in the tight spot missions. Make online leaderboards of the these on our site (Another use of the accounts already have). I'm sure there is much more we can do in this direction. The more I think about this, the more I want it :) The bugfix release of 0.9.4 has been released today and we believe there are just few things to be fixed to have the final stable release so we started to plan for the multiplayer today. We just had a first small meeting and you can see our plan of battle. We will consider it very naive in the upcoming weeks for sure, but better some plan than no plan :) I'm quite curious what do you think about this, so don't hesitate to comment on our forums.