Blog search

Friday Facts #19

Posted by Tomas on 2014-01-31

Hi there, after feeble weather during the Christmas it finally feels a bit like winter here in Prague. There is the snow outside, the air is fresh and some warm clothing is a must. When we add a new terrain into the game (and we will) it will definitely be the snow. Just imagine all those machines standing on the snow and puffing the smoke, furnaces glowing with fire and maybe even having traces of snow all over them. I am already looking forward to it:) All the big programming tasks for the 0.9 are finished and now we are working our way through our never ending issues list. They are either bugfixes, polishing tasks or small features. We have added couple of neat things, for example: better visible entities on the map, the "copy entity settings" feature (previously shift build) or possibility to have custom directories in the saves directory. In the beginning of the week we had around 30 closed and 30 opened tickets. Now we have over 50 closed tickets but 35 opened ones. The new ones keep springing up like mushrooms. The funny thing is that quite a few of these are more than 6 months old and they just keep "travelling across the releases" (when it is time to make the release we move all the unfinished issues to the next one). And of course in case we would actually finish everything, there is always a huge repository of ideas and suggestions to choose from at our forums:) In one of the previous posts I mentioned that the music for our new trailer(yes, we plan to release it eventually) has been done by Daniel, a musician from the United Kingdom. We decided to continue working together and came up with a plan for complete "soundification" of the game. Yes, we have some sounds at the moment but these are both incomplete and incoherent (they are mostly royalty free sounds we found ourselves in the dusty corners of the internet). We will start by replacing and extending the sounds we have at the moment and then we will move on to make sounds for every moving machine in the game. The sounds of the machines would be then played based on the players position and they should evoke a feeling of "walking through the factory". This is very hard thing to do, because the sounds must play well together, not be too aggressive but also not too monotonous. It might not work out, but we think it is worth a try. And of course this has been suggested before on our forums:) The creation of sounds for the game will be a continunous process, but some first results are coming already in the 0.9. When people see Factorio for the first time, one of their reactions often is: "oh, a 2D game :| ". Well yes, the Factorio engine works with 2D sprites and all the animations are done by showing sequences of the object in different positions (basically a motion picture). But behind all this there is a twist. All the objects in the game (including the terrain) have actually been rendered from the 3D models (and all of these models have been done by Albert:)). This results in animations with surprising amount of details (at least we hope so). A good example is the new machine Albert has been working on for the past couple of days. It is the oil pumpjack and in my opinion it instantly became one of the best machines in the game. There is a preview of couple of pumpjacks in the desert, together with a detailed look taken from the Blender when Albert was animating the model. As always, your comments are more than welcome on our forum.

Friday Facts #137 - The release scarecrow

Posted by kovarex on 2016-05-06

Hello, the 1st of June, which is the goal of the 0.13 release is starting to feel uncomfortably close, especially if I want to start play-testing 2 weeks before the release date. There are a lot of bigger and smaller tasks appearing all over the place. It is now the time of moving some of them to the next release again. Many of them are moved like this for years already.

Friday Facts #410 - Rocket turret & Target priorities

Posted by Klonan on 2024-05-10

Hello, We know you love to blow things up, and the Space Age expansion will be bringing ever more advanced and powerful ways of bearing arms against your enemies.

Friday Facts #232 - PAX, Bugs, Graphs

Posted by Twinsen, Rseding91 and Posila on 2018-03-02

Hello, it has been extremely cold these last weeks. It's one of those weeks when we can't think of anything to write about. So we will try to write some small parts.

Friday Facts #81 - Chain signals

Posted by kovarex on 2015-04-10

Hello hello,

Friday Facts #343 - Environmental particle effects

Posted by Dom, Klonan on 2020-04-17

Environmental particle effects Dom Since the particle optimization we did for 0.18 (FFF-322) and the introduction of new explosions (FFF-325), we were able to push our vision even more. It always bothered me that the grenade and other explosions would emit the same type of particles regardless of the context. In most cases it isn't that bad, and somewhat okay, but when you throw a grenade into water, it will still emit stone particles, which breaks the illusion. Another problem is that we have the nice decoratives on the ground, but they don't really 'interact' with anything that goes on, and can feel like fake flat stickers instead of something 'real'. You would expect that when there is a massive explosion 2ft away, the bushes might have some reaction to that. The explosion effect currently in 0.18

Friday Facts #372 - 2022 recap

Posted by Albert, Klonan, Twinsen, Vinzenz on 2022-12-30

Hello, another year has come and gone. We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about. Trust me we really want to tell you about it, and in time we will. There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now, the information would quickly become outdated and inaccurate. For now, we can offer this Christmas postcard Albert has made, which has a sneak peek of some new item icons. As well, we do have some other topics we can discuss.

Friday Facts #170 - Blueprint library GUI design and redesign

Posted by Oxyd on 2016-12-23

Hello. With Christmas nearly upon us, life in the office has slowed down nearly to the point of complete hibernation. But we still bring you your scheduled programme to give you something to look forward to in the next year. For the past few weeks, I've been working on our shiny new blueprint library. We already introduced the library in FFF 161, but to briefly recapitulate: The blueprint library is a place for you to keep your blueprints, and it does two things for you: Blueprints that you save in your library are saved on your computer, and when you load a new save, those blueprints are still available in your library. In multiplayer games players can see each others blueprints and can exchange them easily.

Friday Facts #350 - Electric mining drill redesign

Posted by Ernestas, V453000 on 2020-06-05

Electric mining drill redesign Ernestas & V453000 The electric mining drill is one of the older designs still in the game, and we have had our eye on it for a long time as a candidate for redesign. We would have loved to rework the mining drill in 0.15 when we added high resolution graphics and the pipe patch for it, but we had many nuclear related graphics to do for 0.15, so we just did the necessary minimum and postponed the full redesign. Now was finally the time we could unleash Ernestas onto it.