Hi all, this weekend has been very busy. For our sales counter. On Saturday, quill18 made a nice youtube preview of Factorio. The video has been seen by a few thousands of people. The reaction to video was very positive and shortly after it was released, the sales counter went crazy. In the evening the game has already made more money for the day than for the whole month a year ago. There was a glitch in the evening, when we breached an outgoing limit on the number of emails the web site can send out. The result was that people could buy the game, but wouldn't get an activation email. Not the best timing, especially considering that I was out of the house. Anyway, we have resolved the problem in a timely manner and sent the codes to people who didn't get them automatically (sorry for troubles again if you were one of them). The rest of the extended weekend was rather smooth. Today we even went past the magical (for us) threshold of 10k sales. I still remember the time when we were starting with Factorio and plannig that if we can make 10k sales within a year it will be a success. It took much longer, but the prospects are bright. The feedback we got, from the people seeing the latest version of the game (the video was done with 0.9.8) for the first time was very positive. Allright, that is enough for the small happy rant about Factorio getting some traction. If you have something to say please do so on our forums.
Hello, I'm sure you're familiar with the good old Nuclear reactor. It's a fission reactor that makes a lot of power in conjunction with its steam turbines. The nuclear energy system is unlocked on Nauvis, and in the context of Space Age, that makes it an early-to-mid game unlock. For the planet Nauvis, nuclear power is great for the whole game. Water is endless, and uranium is plentiful. For space platforms it's not ideal because it takes a lot of water and a fair amount of space. Solar panels are so good in space, especially near the sun, that it's harder to justify a reactor on a small platform. If you're mainly going around Fulgora then nuclear becomes more competitive because Fulgora has more ice from asteroids and less solar energy. Later, when you head to the 4th new planet, nuclear becomes a much better option because the solar power is so low and ice is more abundant. At that point, you've had nuclear as an option for all the 5 planets (although you probably don't use it on all of them), and a few space routes, so it's time to unlock a new and exciting energy system.
I need to make a confession. I'm addicted. Addicted to optimisation.
Hello, it is starting to be quite hot here and summer just started. We started to play games during Fridays (at least part of the day), and today we played Don't Starve together which is kind of addictive to be honest, so I really had to force myself to stop and give you some Factorio updates.
Hello, the bugfixing period boringly continues, we got down to 159 active bug reports, so in few weeks we should be finally down with this burden. But at least the graphics department has something new to show:
Hello, we try to fix bugs as fast as we can, the more we fix, the more get reported, it will takes weeks to get to stable version ... blah blah blah
Taming the random generatorTwinsen One of the things in the large TODO list for 0.17 is giving a final polish to the map generator. There are quite a few obvious problems now in 0.16, and some less obvious ones. Here are some of the fixes and improvements (some work in progress): All combinations of settings should no longer create strange maps such as circles of cliffs. Much more predictable starting area resources that don't overlap each-other and are not covered by water. The resource generation settings now have a much more dramatic effect (previously they had little to no effect). Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization. The starting area will always contain water, most often a lake close to the spawn position. Since the algorithm for generating ores was pretty much completely rewritten, there are many small improvements. Now for the less obvious problem: unpredictability. I saw quite a few people complain with vague comments like "the map generator sucks". So I often asked them what the problem is in detail. Some were complaining about the above problems, some did not understand what the settings do, and some had problems finding a "good map". I saw quite a few players click "regenerate" like crazy until they got a map with fat patches in the starting area, big oil patch and also uranium, complaining that it's too hard to find a "good map". Due to the randomness we seem to have set the expectation for "good map" a bit too high. Oil and uranium were never intended to be in the starting area, but due to the randomness of the generator they sometimes were there. Also sometimes maps were so wild that you would start off either swimming in resources or desperately looking for another iron patch. It would be simple to just say "that's just RNG, deal with it", but blaming poor game experience on RNG is just bad design. So what we did is: The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are explicitly excluded from the starting area. Starting area resources are usually in one ore patch each (depending on settings). The starting area patches are usually close together. The starting area size setting no longer affects resource placement, it just has a fixed size. Outside the starting area, the regular algorithm "kicks in" so you can still get quite wild results, but they are far enough that it averages out. I believe this is a good balance where you can still have different experiences depending on your luck, but your starting experience is much more predictable and does not leave you with the feeling that you got screwed over by the map generator. We definitely don't want the map generator to be extremely flat and predictable. Opinions on the subject are quite wild too, with people having different expectations of what a good map should look like, so we try to only make changes based on actual problems. This might seem a bit controversial so we can add an option that disables this whole starting area logic, for purists. We plan some small tweaks coming to biters also (a tiny bit more biters close to the starting area), small tweaks to terrain, cliffs, water generation and possibly some new features to make the generated trees and decoratives look better. Most of these problems including the obvious and apparently simple ones were not that easy to solve. It's hard to make random generators do what you want, so TOGoS will explain what it took to actually get it done.
Hello These weeks are quite quiet. We (Me and Kuba) are fighting the never ending wall of bugs, and Albert with Pavel (The graphics department) are doing the preparations of the 0.12 endgame graphics.
Hi all, despite the ongoing vacation period there has been 4 of us meeting at the office for the past two days. I returned from the prolonged yoga weekend, Kovarex came back from the paragliding course (yes he will be getting his own paraglide with Factorio logo on it, I saw the proposals :D) and Kuba has finished moving and equipping his new flat. As mentioned in the last edition, the 4th person is a new Factorio developer called Mira who started this Monday.