Posts by V453000

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 #218 - Import bpy, Export player

Posted by V453000 & Twinsen on 2017-11-24

Hello dear biters and related species from unexplored planet full of life and natural resources. Recently I have been working on several high resolution graphics for your best friends - the tank and the player character. In this article I would like to show their updated visuals to you, as well as a sneak peek at how they are produced. The...

Friday Facts #210 - Circuit connector module implementation

Posted by V453000 on 2017-09-29

It’s been several weeks since we showed you the graphics for new high resolution circuit connector modules (FFF-202). However now is finally the time when we have them in the game. In this article I will briefly show you what was done both in the graphics and code, and what new benefits are there for you as players and modders. I find the...

Friday Facts #194 - Automated combinator pipeline

Posted by V453000 on 2017-06-09

Hello inhabitants of a remote and unexplored planet full of life, richness and natural resources. The group of entities we are bringing to high resolution currently is the combinators. The main problem with them is the amount of shifting values needed, so we used a specific workflow which I will try to show and explain today. Some of the...

Friday Facts #193 - Party planning & plans

Posted by Klonan & V453000 on 2017-06-02

Hello, it has been a pretty hot week here in Prague, and we have finally wheeled-out and hooked-up our little air-conditioning unit, which has been making a valiant effort to keep the office cool. Summer team reinforcement We have had a Linux developer join us this past week as a trial, and he has been tasked with several train related...

Friday Facts #187 - Space science & 0.15 graphics

Posted by V453000 on 2017-04-21

As you already know, in 0.15 we have reworked the science packs and added infinite science. More and different science packs make the game a lot more interesting. It reduces the complexity of blue science (which is great for newer players) while adding complexity later, and you now have to decide what to research first, especially with the...

Friday Facts #181 - Calm before the storm

Posted by Klonan & V453000 on 2017-03-10

Work this week has been progressing nicely on 0.15. We hope we will be able to start our internal play testing soon, as the team works to close off the rest of the major features. Rseding will be arriving here in Prague next week for another of his infamous visits, and Harkonnen will be joining us shortly after, so the office will be prepared...

Friday Facts #179 - New resource graphics & concrete

Posted by V453000 on 2017-02-24

New resources - the idea For 0.15, we needed uranium ore, and eventually needed all the other resources in high resolution, so we took the opportunity to rework all of them now (not oil). Most importantly, we introduce a new way of tiling - instead of a square, a resource tile is a puzzle-shaped thing. This helps to remove the top-down...

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 #163 - New rails & New problems

Posted by V453000 on 2016-11-04

Rseding has just arrived for another 6 week visit here at the office, and his timing is pretty great as we start shifting the focus onto 0.15, of which our to-do list is extremely long. 0.14 now stable We have just launched 0.14.18 as our stable build, this means it has been pushed to all users on steam, along with the website users being...