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Friday Facts #72 - Back to the cold

Posted by Tomas on 2015-02-06

Hi everyone, Two months went pass like that and I am back from south India to the winterish Prague. I had a great time full of Yoga, relaxation, new experiences and of course occasional remote work on Factorio over frustratingly bad internet connection. Now my (and whole teams) focus is clear: stabilize the multiplayer, finish the endgame content and prepare the game for Steam release.

Friday Facts #285 - Bugs, Bugs, Bugs.

Posted by Klonan on 2019-03-08

Hello, This past weekend we beat our previous record of most simultaneous players with a peak player count on Steam of 22,457 players, and no doubt another couple thousand playing the non-Steam version.

Friday Facts #23 - Year after

Posted by Tomas on 2014-02-28

Good evening everyone, it is almost 1 year since the end of our Indiegogo campaign. The beginning of the campaing was kind of gloomy and hopeless, after one week we were ready to resign the whole project and we both even had a programming job in reserve. But eventually things turned around and thanks to many awesome people supporting us, we managed to finish the campaign sucessfully and continue working on Factorio fulltime. That is the "well known history" and you can read more about it in the older blog posts. What is less known is what happened after the campaign. The end of the campaign made us actually over confident at the time. We felt that all is going to be easy peasy since then. We were wrong once again. We had to go through some rough times, often balancing close to the zero on our bank account with the game being not more than "an interesting proof of concept". The original estimate was that the game would be finished by the summer of 2013, simply because the summer seemed like far enough in the future back then in February. Now we believe that if we try hard enough, the game could be "finished" by summer 2015 (because that DOES look like far enough in the future :)), but better not to make any estimates ... So these days it is a bit of balancing time for us, comparing to where we were a year ago. The "now" is definitely winning (except for the compilation times). The efforts to stabilize the 0.9 release have continued this week as well. We want the 0.9.2 to be a "stable release candidate", that means it should have all the major reported bugs fixed and the campaings and scenario pack must be working. This is not ready at the moment, therefore we will wait with the 0.9.2 release till sometimes in the next week. Also recently we have spent quite some time on administrative tasks - namely working out the taxes and also going through the application process for accepting credit cards on our website (let's keep the fingers crossed that paymill will give us a green light in the end). Albert has been busy (as usual) and productive (as usual as well). We decided to spend some time repairing our graphical debts and redo the most common entities that were done before our artistic direction has been established. First in the row was the assembling machine. You can say goodbye to "tint abuse" that was used to produce two extra levels from a single assembling machine animation. Now there are three separate animations with different movement mechanisms in the top part. The preview of animations is shown below. The problem is that the less "old style" (and non-fitting) objects there are in the game, the more visible they are compared to the rest. This makes the inserters and transport belts next candidates for re-skinning ... If you like the new assembling machines (and even if you don't), then tell us about it on our forum.

Friday Facts #333 - Terrain scrolling

Posted by posila on 2020-02-07

Hello, We released 0.18.4 this week, same old same old, more bugfixes, more bugs, more changes. At this stage of development, not many interesting things are happening, we are just polishing what we have.

Friday Facts #59 - The new office

Posted by Tomas on 2014-11-07

Hi folks, a big portion of the past week has been spent with the non-development stuff, mainly related to us moving to a new place. Apart from that we have been putting our breath together to deal with the biggest ever list of bugs so far.

Friday Facts #18

Posted by Tomas on 2014-01-24

Hello, today the Factorio Friday Facts turn 18. That is considered an age of maturity in many countries. So the glass of Jagermeister on my desk is completely justified :) The time here in Prague feels just like whooshing around us faster and faster with the end of January approaching rapidly. That was the original estimate for the release of 0.9 but now it seems that it will take a week or two more. The usual "everything takes longer than expected" has applied this time as well. The current development version has placeholders for some new entities (like a plain rectangle box saying "oil refinery" or another one with "chemical plant") and we really want to make proper graphics for these and deliver the basics of new oil content as a whole package. Recently we got a bug report claiming that the game is too slow. The guy who posted it was right, the game was running well under 60fps. In our defence it needs to be added that his factory was pretty monstrous. It was actually the biggest one we have seen by far. Just to get an idea, his factory had 9000 solar panels, 15 000 laser turrets and thousands of logistic robots. So kovarex took it as a challenge to squeeze as much performance from the engine as possible taking this save as a reference. He has been working on it for the past couple of days. The most significant optimizations he made are: Efficient dispatch of pending logistic robots. This was probably the cause of the biggest slowdown in the given save. Wake-on-demand mechanism for inserters. Until now the inserters always asked every tick the objects in front of / behind itself whether they should transfer anything. Now, instead they put themselves to sleep and the object wakes them up when its state changes (that means there is a chance a transfer will be required). Improved cache locality for the electric energy network. The result: game update dropped from roughly 30 milliseconds per 1 update to about 10 milliseconds (and there is more to come). Of course not everybody will get this amount of performance improvement (the optimizations are aiming at the game update for big factories). But in general this batch of improvements pushes the bar for the size of the factory further up. The work on the oil industry has entered the last phase. The fluid and recipe mechanisms as well as new entities are ready and now it is all about adding the actual content. I have been studying the oil refining process quite a bit recently and also I took this opportunity to refresh some bits from my high school chemistry curriculum. The way it shapes now the oil industry will be a middle to late game resource. Its usage will start somewhere between the green and blue science pack and its products will cover a variety of areas (fuel, plastics, lubricants, explosives, etc.). There has been quite some discussion about the oil industry on the forums. If you are interested and want to contribute your opinion you can do so in this thread for instance. Kuba and Albert have been working together a bit on the integration of the new doo-dads into the map generator. The goal is to approach the scenery compositions shown in the previous posts . Though that is difficult (because those compositions are hand made and imho very good) the doo-dads should greatly improve the current flatness of the landscape anyway. On top of this Kuba has been busy with a neat feature when the game will natively treat zip archives as directories (so the saves / mods can be zip packages). And of course Albert's table is full of "oily stuff" - now comes the interesting part - the oil mining drill, the oil refinery and the chemical plant. Today's picture is a glimpse into the internals of Factorio. The screenshot shows a diagram of entities' (objects on the map) class inheritance structure generated by doxygen. If you feel like expressing your opinion regarding anything above then go ahead and do so on our forum.

Friday Facts #77 - Theme art ahead

Posted by Tomas on 2015-03-13

Hello guys, the winter is not yet completely over in here. Even though we had a few days that felt like real spring still now it is cold and unwelcoming outside. One more reason to stay in the office with a cup of tea and a screen full of Factorio code.

Friday Facts #100 - So old

Posted by Tomas on 2015-08-21

Hello, so this is the 100th edition of Friday Facts! It has been a while :) Feels kind of incredible that we have managed to put a (more or less) relevant blog post about what we do every week for 100 consecutive (!) times. However, somehow in line with Murphy's laws, there hasn't been much happening this week=)

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.