Hello, it feels really nice these weeks. We actually have some time to improve the game instead of just fixing bugs. Lets take a look on some of the improvements.
New Campaign Abregado Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next. These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the permanence and unidirectional progression of Factorio. The permanence problem has already been solved using the new map expansion technique which is playable in the Introduction scenario. Over the last year we have been working on the bigger design task of unravelling the tech tree and breaking it into a set of choices for the player. This task has been made all the more Interesting as the tech tree is also constantly getting tweaks and revisions over that time as well. I look forward to providing more insights but for now I will leave you with one example (read: spoiler): Just to note, we won't be changing the freeplay tech tree, which will still have all the choice and diverging paths as it does now.
Hello all, This week's instance of FFF is brought to you by cube, your friendly neighbor clueless network programmer. This post will be more technical than usual, so let us know if you found it interesting.
The beacon is one of the last entities left to convert to HR. As always, before 'just re-rendering' we take the chance to re-think the concept and modernize it. This post will try to go a bit deeper in the process of redesigning such an entity.
Hello, The year is wrapping up, and we have been hard at work finishing off some topics before we take our Christmas break. As you can imagine, releasing any new version of the game without a few weeks to do bugfixing wouldn't be wise, so you can rest easy this holiday period without the worry of a surprise 0.18 release.
Hello all, originally I intended to dedicate most of the post to the technical aspect of our new Multiplayer User Authorization mechanism that I have been working on in my programming time. Then I thought, hmm it would be nice to start with some project management changes that we are looking into and experimenting with. Then I pretty much ended up making a full blog post about that =) It might give you an interesting insight into issues that we are dealing with. The Multiplayer User Authorization mechanism will definitely be described in one of the future FFFs.
Hello there, I just took a short walk around the block to get some inspiration for the Friday Facts (it has been one of those weeks where many things that are not really worth talking about took majority of our time). And it doesn't feel like winter at all outside. More like the beginning of the spring. This has been the case for past couple of winters actually here in Czech Republic. It seems like there is some truth to the global warming. This triggers interesting associations with Factorio in my head. Things like: "Hmmm, so maybe all this warm weather is really caused by us (as a society) producing too much pollution. We should switch to Solar energy ASAP before nasty creatures start attacking us". Professional deformation I suppose=))
Hello, another week has passed here, with part of the team still out in Taiwan. They should be back next week, with some news of their great adventure.
Mod portal features (Klonan) Sanqui has been quite effective these last weeks getting stuck in with the mod portal, so we have some interesting additions to talk about. Mod deprecation A modder can mark a mod as deprecated, which indicates they are no longer updating or maintaining it. The typical case is a mod will add something relevant for the current version of the game (E.G, a mod to scan the players starting area), and then an update to the base game makes the mod obsolete. Just deleting the mod could potentially cause problems for people playing an older version, people might ask what has happened to it etc. Marking as deprecated will keep the mod up on the portal, but it will be hidden from any public searches. This way people downloading using 'Sync mods with save' feature can keep playing, while new players won't stumble upon a mod that is no longer useful or up to date. It also preserves the downloads and discussions in case the author wants to revive it later. Collaborators It is often the case, that a mod author will want someone else to help them maintain and manage their mod, for instance if they are going on holiday when a major release is coming out. The way it has worked in the past, another modder would have to come and upload an updated version of the mod under their own name. Now a modder can set another player as a 'collaborator', which means they can help out will all the maintenance of the mod. Collaborators can do everything the author can do, except add or remove collaborators. You might also spot the other feature, transferring mod ownership. This lets the author give the mod completely to a collaborator, in the case that they are no longer interested in working on the mod at all. Discussions notice Mod authors can now display a notice above their mod page discussions, informing the users of any useful information. For example, an author might prefer you to report bugs on their GitHub page, so the notice will inform users of where they should go. An additional option allows the author to disable the discussions completely, in the case they have their own forum/thread somewhere for discussions. If you have any ideas for an improvement to the mod portal, please let us know on our Mod portal discussion subforum.