Posts by V453000

Friday Facts #350 - Electric mining drill redesign

Posted by Ernestas, V453000 on 2020-06-05

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...

Friday Facts #348 - The final GUI update

Posted by V453000, Twinsen, Ian, Klonan on 2020-05-22

It's been over 4 years since we planned the infamous GUI update. If all goes well, next week the game will get the last big GUI update for 1.0. While the state of the GUI is not close to our crazy plans we recently had for the GUI, it's above what we initially planned 4 years ago. The update you will see next week includes: A visual...

Friday Facts #347 - New hope demo levels

Posted by Klonan, V453000 on 2020-05-15

A few weeks ago we discussed the changes to the demo and tutorial in the game (FFF-342). One piece of feedback we received after publishing the news was about the old 'New hope' campaign levels, and specifically the 'Abandoned rail base/Broken rail map'. It seems a lot of you in the community really really enjoyed the new hope campaign...

Friday Facts #336 - Offshore pump redesign

Posted by V453000 on 2020-02-28

As one of the last entities which do not have high resolution graphics, the time has come for the offshore pump. The offshore pump is practically a 1-tile entity, but they must have a 1 tile gap between each other. It is also the only entity placed on a water tile at the moment. When we changed the way how terrain to water...

Friday Facts #332 - More sounds & Map color tweaks

Posted by Ian, Klonan, V453000 on 2020-01-31

Hello, We released 0.18.2 and 0.18.3 this week. In terms of major releases, this one has very few bugs, so we haven't had a lot of pressure to crank out the releases at lightning speed. New Sounds Ian In the sound design department we have been hard at work to bring you a better gaming experience with the help of some new and...

Friday Facts #331 - 0.18.0 release & Train pathfinder changes

Posted by Klonan, V453000, boskid on 2020-01-24

Early this week we pushed the deploy button on 0.18.0 (patch notes). This was quite a surprise to many of our players, as more typically the time between major releases and the scope of the release is greater. However this isn't like the old days, we are trying to keep the size of releases as small as possible (FFF-314). What this...

Friday Facts #329 - Campaign reassessment

Posted by Klonan, Abregado, V453000, Wheybags on 2020-01-10

Our e-shop is now open again after taking a break over the holidays and new year. We have also restocked our new Factorio sew-on patches, so if you didn't manage to pick one up over the last weeks, now is your chance to order one. Campaign reassessment Abregado, V453000, Wheybags Learnings from the Introduction/NPE After...

Friday Facts #320 - Color correction

Posted by Albert, V453000 on 2019-11-08

Factorio is in a state that even though is not yet finished, it is very close to its 1.0 version. That means that most of the work is done and we are polishing the game in order to make it bright. That's what we've been doing for the past 2 weeks. Literally making it bright. Since years I wanted to do this post-production work. But I...

Friday Facts #311 - New remnants 3

Posted by Albert, Dom, V453000, Bilka on 2019-09-06

Another week has elapsed, which brings us another week deeper into the declining weather of autumn. Even more Remnants Albert, Dom, V453000 In FFF-288 we proposed that we are considering multiple approaches to remnants, and in FFF-293, we described that we are choosing the balanced solution which does not obstruct the movement of a...

Friday Facts #305 - The Oil Changes

Posted by Rseding, V453000 on 2019-07-26

Mod GUIs have been an interesting part of Factorio modding since I started working at Wube. They allow scenarios and mods to add GUIs that look and feel like the base game. When someone new to Factorio modding is introduced to how they function, they almost always have the same questions: Why is mod GUI part of the game...