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Friday Facts #264 - Texture streaming

Posted by posila on 2018-10-12

Hello, it is me, posila, with another technical article. Sorry.

Friday Facts #432 - Aquilo

Posted by Earendel on 2024-10-11

Hello, It's time to reveal the last planet. So. Warning: Spoilers ahead.

The Perks (Part 1)

Posted by Tomas on 2013-04-15

Hello, recently we have been programming day and night to ship the features we have promised for Factorio 0.4.0 release. However apart from that we also found some time to start delivering the promises we made in the Indiegogo campaign. So this is an update on the state of perks delivery from Indiegogo and the preorder. To start with I will repeat the obvious. All the membership accounts are eligible for Factorio alpha access, beta access and full release (when these are made). This is including all the future updates. Whenever someone buys Factorio membership he immediately receives upgrade code and can go and play the alpha right away. On top of this the Furnace Attendant tier promises digital factorio wallpapers and a scenario pack. The wallpapers are ready and if you have the Furnace Attendant (or higher) membership you can download them already. The wallpapers are available on your user settings page. Just click your username at the top right of the screen and scroll down. The wallpapers come in different resolutions. These are some of the most common resolutions in terms of widht : height ratio. If your resolution is not there you might still use a wallpaper with the same width : height ratio and higher resolution. For instance if your resolution is 1280 : 800 you can use the 1680 : 1050 which has the same width : heigh ratio. Originally we promised three wallpapers based on our theme pictures. However we decided to add some more. So at the moment our concept artist is working on two additional theme pictures which will be available as wallpapers as well in the near future. The other highly anticipated perk is the scenario pack. We are working on that right now. The first version of the scenario pack will be available together with the Factorio 0.4.0 release at the end of April. As mentioned already the scenario pack will be work in progress as well. We intend to keep adding new content until we feel "it's right". The Mining Drill Operator on top of these contains the "name in the game" and the Concept Art Book. First backer names will appear in Factorio 0.4.0. If you have the Mining Drill Operator tier or higher you can already insert your name into the form at the user setting page (below the wallpapers). Before every release (starting Factorio 0.4.0) all these names will be collected and exported into the list directly in the game. The names from the list will be used as name tags for different machines in the game, train stations, etc. The concept art book should be released by the end of April as well. Even though our concept artist spent a lot of time with the concepts in the art book we are still not sure whether it is up to the standards. Therefore we will name it version one and it might get updated in the future. Also we are toying with an interesting idea regarding this topic at the moment. We have sort of internal graphical wiki using Google sites. We use it for communication with Albert (main graphic behind the game), for sharing graphic proposals, concepts and finished sprites. What we are considering is to give readonly access to this wiki as part of the Mining Drill Operator tier or higher. This way people could actually see the process of graphical shaping of Factorio. Things that never made it into the game, evolution of some machines graphics, etc. We are still not sure whether this is a good idea so in case you would find this interesting please let us know (email, forum, facebook). Last thing regards the Inserter Constructor. This tier was only available during the Indiegogo campaign. After the campaign ended we sort of felt that the tier was a bit overpriced. That is the reason why for the preorder on the site we created the new tier Mining Drill Operator with pretty much the same content but cheaper. This can naturally happen however we feel it would be correct to somehow compensate the people who bought the Inserter Constructor tier. One thing we came up with would be giving them an extra upgrade code for Factorio which they can use as a gift for someone they know. Again this is something we are considering at the moment so if you have any ideas in this regard please let us know. Ok enough talking. Go and download those wallpapers and put them to your screens;)

Friday Facts #78 - Focused on 0.12

Posted by kovarex on 2015-03-20

Hello Factorians, it feels like the warm spring here is making everyone more friendly here. Even the Factorio office seems to be brighter and happier place. Hard to tell if the reason is getting out of the dark multiplayer tunnel or the spring itself, but whatever the reason it is, it feels great.

Friday Facts #230 - Engine modernisation

Posted by jiri on 2018-02-16

Hello, on Thursday we received a belated Christmas package from our friends over at Steam: They definitely won't be lasting long :-).

Friday Facts #437 - Cargo Pod Deep Dive

Posted by Hrusa on 2024-11-15

Howdy, this week we will be diving deep into the workings of cargo pods and their seamless flight animations. Most of you playing the expansion have probably already seen them in game. The positive reception makes us very happy. Ascending to platform in orbit above Nauvis.

Friday Facts #219 - Cliffs

Posted by Twinsen, Albert, TOGoS on 2017-12-01

Cliffs - introduction and gameplay (Twinsen) Several months ago TOGoS (Dan) half-jokingly mentioned that what Factorio really needed was mountains and cliffs. This was also suggested many many many times. Albert immediately got very excited and they started having some discussions about how to make it happen. Fast forward a few months, and Ernestas had made some cliff graphics that looked really nice when layered onto pretty much any type of terrain. Fast forward a few more months and add a few months of programming and polishing, and cliffs are almost done, so we will be showing them to you today. Cliffs, together with the other map changes TOGoS did, should make the map look much more diverse and interesting compared to 0.15. Hopefully it will make exploration more fun, since you will be finding more diverse and unique areas in the world. Since cliffs block your path, they can affect gameplay significantly. To not make this annoying, cliffs are never too long and often have gaps. We tried to balance the length so they will be long enough to create interesting combat situations, or with some modifications serve as a natural wall against the biters, but so long that they block your path when you want to get somewhere. Cliffs will also not appear in the starting area, to give you plenty of space for your initial base. Finally, in Factorio nothing should stand in the way of automation, so if you don't like cliffs, you can always blow them up using a new mid-game item called "Cliff explosives". Cliffs - graphics (Albert) Map generation is hard mainly because it is procedurally generated. That means that the computer is mixing all the pieces to create the terrain on the fly. This leads the artists to a very difficult situation,because it is very hard to guess in which conditions the tilesets will be used. Factorio terrain 0.1 We started the generation of terrain in Factorio with very basic rules, mainly mixing clusters of 32px tiles. But obviously that wasn't enough. Factorio terrain 0.3 With better looking tiles, transitions from one terrain to another, and variations of tiles, terrain looks much better. But this technique was a pain for the artist to generate an interesting and detailed tileset. The 32px grid was killing any attempt to have a natural looking terrain. Factorio terrain 0.12 New technique: Instead of having only variations of 32px tiles, we produce a tileset with different sizes (x32, x64, x128, x256) in order to break this squary sense of grid, and even being able to render more detail in bigger sized tiles. So terrain looks much more natural. The visible tile-grid is almost gone, and we start spreading a new concept for us: the doodads. These are little sprites of plants and rocks randomly spread throughout the map in order to provide more variability and an organic feeling. Factorio terrain 0.15 Things are getting better, the doodads were optimised and we're able to place much more of them, creating more interesting patterns and mixtures. It is also worth it to mention that the introduction of the high resolution graphics does a lot to help the look of the terrain. Factorio terrain 0.16 After all those iterations, the next terrain generation integrates a couple of new concepts: the decals which are "just" doodads but ground-related. Decals are meant to generate terrain accidents and details without being oppressed by the rules of "tileability" and size. Basically decals are patches on top of a tileset that are very rich in detail. In combination with the doodads, the absence of the tile-grid and the high-res, we start to have a natural looking terrain. I have to add that the good and fast work of Ernestas, our environment artist, made possible the evolution of this new state of terrain. Now with our new techniques, the creation of a new tileset is very smooth. Even with all the improvements, terrain still looks too flat, so another addition to 0.16 are the cliffs. Finally we can break the flatness of the Factorio surface, without having to change the mechanics of the game. This new feature can add a bit to the fun of designing a factory by taking advantage of the topology of the map. Or can lead combat to more interesting situations. There are more additions to the terrain, and we will dedicate more time to this subject in future posts.

Friday Facts #346 - He who does nothing, breaks nothing

Posted by posila, Klonan on 2020-05-08

He who does nothing, breaks nothing posila In the recent patch notes, there was a line "Fixed landfill spawning under player when building landfill elsewhere. More" and some people on Reddit were wondering how did this bug happen in the first place, and asked for the long version and even suggested we could even use it for Friday Facts, and I thought: "Yeah, if I am going to spend time writing this, we should consider using it in FFF so someone else doesn't have to spend time writing something else." ... but I am going to stretch it out. The landfill bug reported after the release of 0.18.21. Disclaimer: I have not been around during the ancient parts of this story (speaking of which, it's my 5 year anniversary at Wube, yay!), and changes I have been around for, or even done myself, I might not remember correctly. So this might not be accurate. In fact, let's say the story is purely fictional and any resemblance to real world events and people is just a coincidence.