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Friday Facts #132 - Side Project

Posted by Tomas on 2016-04-01

Hello everyone past week has been a typical "not-that-much-interesting-is-happening" kind of a week here in the Wube office. Everyone is working on his continuous little sub projects. New and new bugs keep appearing in "should-have-been-stable-long-ago" 0.12 branch. The bugs are then fixed and the cycle continues. It is not easy to find interesting topics in times like these, however this week Robert has decided to share his pet project he has been busy with lately. Just to put things into perspective, Robert is the leader (and only member at the moment) of a subteam nick-named Factorio-X which is eXperimenting with pushing our engine to its limits.

Friday Facts #134 - Signal placement indicator

Posted by kovarex on 2016-04-15

Hello Factorio players!

Friday Facts #319 - New T-shirts & Lua event filtering

Posted by Jitka, Albert, Aleš, Klonan, Rseding on 2019-11-01

Hello, There is a bit of a cold/flu going around the office, but it isn't severe enough to dampen our spirits (I don't like the daylight savings though).

Friday Facts #239 - PAX East report

Posted by Klonan & Twinsen on 2018-04-20

AMD Ryzen crashes (Klonan) The long fight with the elusive Ryzen bug (more and more) seems to finally have some resolution. A few weeks ago I sent an email to AMD, filling them in on the details of the crash, and asked them if they could help us solve this. Very quickly I was put in touch with a member of their CPU engineering team, and they got to work with their investigation. After a few days, and after providing them all the information we have (log files, source code, crash dumps etc.), the cause of the issue was identified. Some other developers in the industry also had this problem and worked with AMD to fix it, so it's unlikely that the CPU bug was fixed only because of us, but we are honoured to have contributed to this. Unfortunately we do not have any technical or deep insight into where exactly the problem lay, or what the fix was, as it was somewhere between the motherboard BIOS and the Ryzen chipset drivers. So if you are running Factorio on a Ryzen system, we advise you to update your BIOS using the files and procedures found on your motherboard manufacturer's website, and update your chipset drivers to the latest version.

Friday Facts #146 - The GFX workflow

Posted by Albert on 2016-07-08

Hello again Factorians! The GFX department is back today for covering the process of making graphics for Factorio. I'll get a bit technical, but not too much in order to don't be absolutely boring. Next comes a resumed description of the actual process, so if you are a Factorio modder this might be interesting for you.

Friday Facts #397 - Factoriopedia

Posted by Pard on 2024-02-09

Hello, we have gathered here today to talk about a new quality of life feature coming with 2.0.

Friday Facts #121 - Path Finder Optimisation II

Posted by Tomas on 2016-01-15

Hello time is flying by and we have started some serious preparations for the Steam release. Martin and Kuba are making sure that we have the Steam compatible builtds as soon as possible. This basically means that out automated build process time will be doubled (the Steam binaries are different because of linkage against Steam libraries). We haven't yet figured if all the experimental updates will go to Steam, or what exactly will be the model, but we are working on that. Albert is wrapping up the new gameplay trailer and based on the testimony of couple of "unbiased" testers you have something to look forward to. The trailer will be released when we launch on Steam. Ondra (Oxyd) has been working hard on the Pathfinder improvements. This time it is mainly connected to how our path cache works. He wrote the following to give you an idea of what he has been up to.

Friday Facts #426 - Resource search & Assembler GUI improvements

Posted by Klonan on 2024-08-30

Hello, As the 2.0 release approaches, we have been spending time polishing and resolving things which we found during our playtesting.

Friday Facts #251 - A Fistful of Frames

Posted by Klonan, posila on 2018-07-13

Factorio at the National Library of Technology Prague (Klonan) If you are in Prague this summer, and wanting to satiate your Factorio cravings, you can stop in to the National Library of Technology Prague, where Factorio is loaded onto 150 computers for all to play. Entry is free for all visitors Monday to Friday 08:00 - 22:00 until the 31st of August. The PC's are running Linux (Fedora), loaded with a custom build of the game HanziQ put together, and you can host LAN servers and play with your friends. On the 23rd of July we will be hosting our own Factorio LAN party at the library starting at 16:00 CEST (Prague time), so you can come along and play with us. It is advised to bring your own set of headphones if you are going to attend.

Friday Facts #180 - Map improvements

Posted by kovarex on 2017-03-03

Public service announcement - Possible server breach and outages In the past 7 days, our services (authentication, multiplayer matching, mod portal, etc.) experienced multiple outages. One of them was caused by one of our service providers and resulted in a roughly 6 hour long outage on Tuesday evening. This was a widespread outage all over the internet caused by problems with Amazon's AWS S3 and also affected other services, for example Instagram, Imgur or Trello. The other 2 outages were the result of a possible security breach of one of our servers, acting as the master content server at the time. On Friday, just before midnight UTC, we were informed by Linode (our server provider), that a brute force SSH attack was originating from that server, targeting a specific IP in the OVH network. As a precaution, the server was cut from all network traffic, which caused a short outage. We haven't managed to determine, whether that attack was caused by a bug in some software or a runaway process, or if it was caused by someone who managed to gain access to the server. We can't say if it's possible to spoof the IP address of an attack of this kind and make it look like the attack is coming from someone else. As a security measure, we have destroyed and redeployed all 3 content servers we currently operate, improved our firewall and automatic banning rules and invalidated passwords and SSH keys. All the releases that are available for download were checked and none of them were modified. We apologise for any inconvenience we might've caused by these outages. Additional map info The Trello card to improve our map has been sitting in our queue for a very long time, and since I wanted to program some low hanging fruit for 0.15, I decided to pick this. Let me present how far I got. Now when I open the map view, it shows the map view settings mini-panel on the side (icons are temporary), which can be used to toggle different kind of additional info on the map. The logistics area visualisation It wasn't really possible to see the roboport coverage in the scale of the whole factory and I missed that a lot, so it was the first thing to be done. Now I can clearly see why did I get alerts of missing construction robots in the left part of the map. It can be also used to find all these small gaps in the coverage or off-by-one alignment issues. I'm also considering to show the roboport connections in this view, or as additional option. The electric network visualisation This one might be especially useful when you want to find out the reason of electricity breach. As with the previous one, it gives even more incentive to build electric network in OCD friendly way, as all the circumstantial electric pole placements are more than visible in this view. The pollution The pollution works the same as before, but it can be turned on and off the same way as other things. This means you'll no longer have to toggle the detailed info to see your base clearly through the pollution. Map interaction This was the most obvious step of all. You can open locomotives and train stations from any distance, you can access them from the train manager, but you couldn't open them by clicking in the map. It is possible now. Custom tags As the map shows train station names, people were actually using stations to put markers on the map. But as its kind of a hack, and it clutters the train destination selection dialog it needs a proper solution. This is why we have the custom tags now. It can be either text only, icon or both. As you can see it can be used to mark different parts of the factory, it can be used in multiplayer to coordinate different kind of tasks and I don't doubt that people will use it to draw penises or other 'creative art' on the map as well. Resource patch inspection Searching for the best patch around was quite tedious, as you had to walk to the locations and guess how much ore it contains by hovering over several ore patches. It is not needed anymore, as a player can just hover over the patch on the map to see how much it contains. As the area was discovered by radar, or by the player manually, there is no harm in providing this information. It also helps colorblind people as they couldn't distinguish the ore types by color so well. Other improvements There are other things we are considering. Just to be sure, this doesn't mean a promise or a plan, just an idea, that might or might be not implemented: Extend the custom tags, so they can refer to rectangular area. Interactive (clickable) electric and logistics networks that open the window with detailed info. Integrate the interaction into the train stop selection when adding new items to the train schedule Integrate the interaction into the train to allow semi-automatic one-time train order that wouldn't be limited to train stations. Be able to zoom from the map view directly to the world. Things not covered by radars would just be covered by some kind of blackness. Better map colors, more different colors for entities, so you would see whether it is an assembling machine, electric pole or turret. Option of Higher resolution of map. If we have 4 pixels per tile in the map it could be nicer and also provide more information when zoomed in Smarter map info. Especially in the high resolution option, the belts could theoretically remember the resource they are used for (if it is one purpose belt), and draw line of the color on them. Assembling machines could have a pixel(s) inside the square that would depend on the recipe. Etc. I would actually like to know what other things you might want, or what things from this list you find the most needed. As always, we can’t wait to read your reactions and feedback on our forums.