Posts by Posila

Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Posted by posila, Rseding, Albert on 2018-09-07

While migrating from Allegro to SDL, HanziQ and Jiri replaced the keystroke handling from using key-codes to scan-codes. Before you start jumping with joy, you’ll probably wonder: What is that and why should I care? Well, funny you should ask. You probably won’t care, unless you live outside of USA and/or you use a non-US keyboard...

Friday Facts #251 - A Fistful of Frames

Posted by Klonan, posila on 2018-07-13

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...

Friday Facts #244 - Localised plurals & Modernisation progress

Posted by Klonan, kovarex, Posila on 2018-05-25

Mobile users may see that the website is significantly easier to read today, that is all thanks to our new Python developer Sanqui. Apart from making our website more mobile friendly, we have a lot of tasks on the backlog that he will start working on soon. His first major task is to speed up and optimize the matching server, with which...

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. The struggle for the stable Most of us are working on fixing bugs and small issues on our backlog, but some of us are already working on 0.17. TOGoS is doing major changes...

Friday Facts #228 - High resolution turrets

Posted by posila & V453000 on 2018-02-02

Stabilization goes well, the game seems to be quite stable right now (as in - not many crashes are being reported), in fact I think we are at the phase where additional bugfixing makes the game less stable, because more bugs are introduced than fixed, or some critical bug slips through our automated tests. But there are still lot of issues...

Friday Facts #227 - Rendering, Trees & Scenario talk

Posted by Posila, Ernestas & Klonan on 2018-01-26

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. Rendering/VRAM optimizations (Posila) With the addition of high resolution sprites we have started pushing memory limits of GPUs much harder than we originally anticipated. Currently the...

Friday Facts #214 - Concrete rendering

Posted by Posila on 2017-10-27

Hello, there has been an illness running around the office this week, so productivity has been down. Regardless, it is still friday, so here are the Factorio Facts. High-resolution concrete It seems concrete became the main ground texture of most megabases, which is something we didn’t expect when we added the stone and concrete 'paths' a...

Friday Facts #172 - Blending and Rendering

Posted by Posila & V453000 on 2017-01-06

From time to time there is some confusion inside the team about how sprites are blended with the background when rendering, and what kind of effects we are able to achieve by tinting the sprites. So I (Posila) have decided to write up a few paragraphs about how alpha blending works (not only in Factorio), and what it means when someone talks...

Friday Facts #168 - Nightvision Nightmare

Posted by Posila on 2016-12-09

As Twinsen continues tweaking the combat, he started to complain about the “green fog” effect that is applied during night when the player’s character has nightvision goggles equipped. Nightvison in 0.14 works in a way that it reduces the darkness of night, and then draws a transparent green overlay. This washes out the colors, reduces...