Hello, It's time to reveal the last planet. So. Warning: Spoilers ahead.
Hello, Several FFFs ago we have shown you what a Space platform can look like (FFF-373), today we would like to explain how they work in a bit more detail.
Hello, Welcome back to Vulcanus. It's been a while. You place your new prototype big mining drills, the pinnacle of resource extraction technology, on the closest tungsten deposit to your fledging Vulcanus factory. A few power poles later and they are happily mining away providing a new consistent source of valuable tungsten. A rail ramp and station just about fit in the area too, but without any rail supports in your inventory that line isn't going anywhere soon. Transport belt will have to do for now. As you're returning to the main factory, placing transport belt to connect this new resource to your base, you feel a trembling from the ground. Big mining drills make a lot of vibrations, but this is on a whole other level. Something else must be going on. You head back towards the mining site. Across a river of lava you see a truly gargantuan creature snake its way around a volcano. This formidable beast most closely resembles a centipede or millipede but is larger than a train. As it moves forwards the ground at its face is broken apart leaving a trail of torn up rock and patchy lava. Trees, rocks, even cliffs are torn apart by its passage. Ash is flung into the air making an abrasive cloud that blankets its body and lingers long after it has moved on. The creature roars and speeds up. As it does so it starts shaking the ground harder. Rhythmic vibrations agitate a wide area around it kicking up a huge cloud of ash and destabilising the terrain. Also available on YouTube in 4k. The creature cruises over the lava river and demolishes your machines without even slowing. Your precious new mining drills that seemed so large and powerful just moments ago look like puny toys in the face of such an unfathomable beast. The Demolisher continues its path of destruction down the line of transport belt toward your base, but before getting there it slows to a crawl and turns back into the volcanic wastelands. This attack won't go unanswered. It's time for a fight. You pursue the Demolisher, an easy task given its thick glowing trail. Lava on either side of you forces you to cross through the trail to pursue the creature. The torn up terrain is hot, but there are enough cool rock sections to step across it. As you do, the lingering ash cloud around it obscures your vision and the abrasive particles interfere with your exoskeleton equipment. You catch sight of the body again, this time up close. The thickly armoured plates of each segment seem to give it good protection from heat, and probably many of your weapons. It hasn't reacted to you yet, perhaps it has not seen you, or perhaps it does not care. You move towards the Demolishers head and it still ignores you. The face appears to be a clear weak spot. It has no eyes and the skin still seems adapted for the heat, but the armour is much thinner around the jaws. Bracing yourself for a reaction, you shine your lasers at it's face, but nothing. It continues to patrol some path, as though you were nothing but a speck of dust on the wind. A rocket to the face would surely provoke it, but before testing that theory, you place a line of land mines to secure your retreat. There's an immediate reaction from the creature. It speeds up and turns towards you. Once again, rhythmic vibrations shake the terrain and generate a steadily expanding cloud of ash. The cloud quickly encompasses you. Obscured vision and snagged exoskeleton joints will limit your speed. You fire your submachine gun at the creature. Your piercing rounds cut into the Demolisher and do some damage, but by the time you reload a new magazine all the damage you dealt has healed back. You try again for a few moments inflicting some damage, but again, it seems to heal faster than you can deal damage. Vibrations coming from the creature seem to focus and amplify around you destabilising the ground even more. The crust is thin at the best of times and this isn't helping. A fissure starts to open up under your feet. You manage to dodge to the side as a volcanic eruption explodes in the area you stood a moment ago. Rock fragments, lava, and hot gases shred the area. You avoided the main blast, but just being close to the edge was enough to weaken your shields. New fissures start to open up around you. These are easier to dodge now that you know to look for the fissure signs in the ground. Standing far enough from the eruption is completely safe but you'll need to stay on your toes. The Demolisher ploughs through the line of land mines and does not slow as it does so. They do more significant damage, but to your horror the damage is gone in seconds. That was your escape plan, it's time to get moving. You try some more weapons as you move away, even throwing a few spare defender capsules into the mix. They're all somewhat effective but the damage doesn't stick. You'll need to deal damage much faster but you weren't prepared for that. While distracted you fail to dodge a new volcanic eruption. The fissure erupts directly beneath, shattering your shield and blanketing you in fire. The power armor stops you from getting too singed but another hit like that would be certain death. For now, this is not a fight you can win. You switch all your focus to dodging the eruptions and moving away. A few seconds after you stop firing the Demolisher slows down and turns back. That's two wins for the Demolisher, but you'll live another day.
Hello there, not much has been happening in the past two weeks or so in the Factorio land. We took the time to go for vacation and recharge our energy after months of work. But now we are back. The work on the 0.7 release is in the full speed. This release will be mainly aimed at improving the combat and the enemies behavior. Apart from doing regular developer work we will also soon start the preparations for the Steam Greenlight campaign. We plan to begin the campaign in the matter of weeks. The biggest challenge will probably be making a new trailer. The old one is rather obsolete by now. Once the trailer is ready we will also do some more marketing trying to raise awareness about Factorio at gaming blogs. Interesting things ahead. Stay tuned.
Hello everyone,Yesterday evening I was looking forward to writing a post about how you guys are great and how you have managed to push us through the 10 000 euro barrier in the Indiegogo campaign. I didn't write it. We didn't reach the magical number and I simply went to bed. Today in the morning it was already suspicious that nothing was happening. Usually during the night here in the Europe we would get like 200 euro or more in contributions. I suppose that is from the guys over in the US. But today it was an absolute zero. Something was fishy. I tried to do the 1 euro contribution via the Paypal but it failed with a following message:We are sorry, we are experiencing temporary difficulties. Please try again later. If this error occurred while making a payment, avoid duplicate payments by checking your Account Overview before resending a payment For some browsers, this problem can be resolved by clearing or deleting cookies. Message 3608I tried to use the Chrome anonymous window but with no success either. However the strange thing is that we have been getting emails all day today from users saying that they contributed to our campaign. This thing is very perplexing to us. We have contacted both the Indiegogo and the Paypal support and are waiting for their answers. Unfortunately there is nothing more we can do at the moment than to wait. We can't really verify the users claiming they have contributed to our campaign. If this is your case please be patient. We will get in touch with you once the systems start working or once we hear from Indiegogo/Paypal what has actually happened. We appreciate all your support and we hope this will not harm your experience from playing Factorio.
Hello guys, this week felt very unfruitful yet we have managed to bring at least some news from the Factorio development.
Hello, as mentioned in the last update the word about Factorio started to spread much faster than we were used to. We are happy about that and we would like to thank to all the people who helped to spread the word. We have been contacted by several youtubers, and told all of them to wait for the release of their videos until the 1st of May so there is a good chance that we didn't even reach the peak so far. The reason why we want to wait for the 1st may is because it is the release date of our new trailer, we were ready to send Albert home to see his wife already, but his perfectionism didn't let him as he decided to remake the last entity for the trailer, the steam generator. It is already remodelled now, waiting to be retextured, so we are almost finished. Most of the work now is still related to the multiplayer. I keep fixing one desynchronisation bug a day, so I'm near to being able to replay the demo campaign. We are discussing the details of networking almost daily and it seems like our second model of network synchronisation is going to be more consistent than the first one. I hope that the Factorio dev proverb (The third version is usually good) will not apply to this. In the meantime, I started to do a little research of the problem with the growing video memory requirements. It is going to be more relevant in the future if we want to add different enemies or machines, so anyone who knows about game programming could give us a hint. Destroying and building stuff is always more fun with effects. We are always eager to learn what you think at our forums.
I decided to write about the results of the item stack optimisations explained in the FFF-198, so I rushed today to finish its implementation, just to find out that the task affects an even bigger part of the code than I expected, Items are related to many things in Factorio :) After many hours of rewriting and fixing, I can compile it and even start a game, but most of the things are broken. It is quite funny to see some of the basic item interactions to be broken. Now I'm making commits like "Now I can split stacks", "Now I can merge stacks", etc. It reminds me the old days. In conclusion, the details of the optimization will have to wait for next week, and since it is after 10pm, this Friday facts will be somewhat shorter :)
Hello, the sunny spring weather seems to have taken a break these last few days after Denis' arrival to the office. His work continues on the belts optimization, as the rest of the team has been playtesting 0.15, as well as closing off remaining minor features on our Trello board.