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Factorio version 0.16 - Now stable

Posted by Factorio Team on 2018-03-29

Since the release of 0.16 experimental in early December, we have had over 30 bugfix releases, and are confident that 0.16 is ready to be enjoyed by all players. The goal of 0.16 is to wrap up the addition of any major features, so we can begin to focus on the final steps towards a 1.0 release.

Friday Facts #160 - Playtesting

Posted by kovarex on 2016-10-14

Hello, once I changed the science packs for 0.15 , I had to do a playtest to have a feel of how the changes affect the game. I finished it just before writing this post: This was the first single player playthrough in a long time, so there was a lot of new findings. I also enjoyed all the new features, like blueprint book, auto trash, train conditions etc. These were little things but they helped a lot.

Friday Facts #371 - Apple Silicon

Posted by StrangePan on 2022-11-25

Hello, engineers! I'm a newer face at Wube and have been mainly working on expansion content for about one year now. Today, I'm here to share some exciting non-expansion news for our Mac players.

Friday Facts #370 - The journey to Nintendo Switch

Posted by Twinsen, kovarex on 2022-09-23

We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including April Fools). We even worked with some external companies, but the projects never even got to the point where they would run technically, let alone the complicated part of making the game playable using controllers or touch screen. After all the attempts, we even had a Friday Facts prepared that was going to say something along the lines of "we don't plan to bring Factorio to other platforms".

Friday Facts #382 - Logistic groups

Posted by kovarex on 2023-10-27

Hello, today we will go over some of the details of Space platforms we couldn't fit into the last FFF, as well as some new features that will tie the whole system together.

Friday Facts #376 - Research and Technology

Posted by kovarex, V453000, Klonan on 2023-09-15

Hello, This week we will talk about some technology and research related changes coming in 2.0 and the Space Age expansion.

Friday Facts #401 - New terrain, new planet

Posted by Earendel on 2024-03-08

Surprise! There are 5 new planets in the expansion. The first planet you arrive on is a strange new land, rich with iron, copper, coal, stone, oil, and uranium. Everything a starting factory needs and more. There's also water, fish, grass and trees. Yes, this is a fertile land, and we will thrive. We will rule over all this land, and we will call it... "This Land" "Nauvis". So yes, the new planet Nauvis is similar to the 1.1 version of the map, but there are some substantial updates. Hopefully this is a surprise for you, because updates to the base map weren't planned at all. It just got harder and harder to not make changes after getting more experience with the other planets and seeing things that were missing or broken. For clarity, these changes affect the 2.0 version in general and are not exclusive to the expansion. This has been a solo side project for me for a while and it's only just come to a conclusion. Anyway, here's the story:

Friday Facts #11

Posted by Tomas on 2013-12-06

Hi there, after a hectical sprint, the 0.8.0 release is done. We have continuously reported on the progress, so the content of the release won't be a big surprise. Still, you can checkout the release notes on our forums. And if you are brave enough you can even try it out. The thing is that considering the circumstances the release will be "very" experimental. We have fixed all the major errors and crashes we came acrros. But still there were plenty of changes under the hood in non-trivial areas (namely the logistic system) so there are a lot of potential places for error. Just a reminder, you need to set "Enable experimental updates" in the "Other settings" for the builtin updater to update your version to 0.8.0. After a major release we usually take a day or two off. This time it will be no exception. Moreover it was Kovarex's birthday yesterday, so today in the evening we will have a party in our place. After the headaches are gone, the place is clean again and we recharge our batteries, we will be after the (supposedly found) bugs in 0.8 and planning the 0.9. It is kind of a never ending story:). The last bigger feature we worked on for the 0.8 was the Roboport. That is the "home" for the logistic and construction robots, where they can charge, station and which navigates them on the map. This neatly solves some issues there were with the logistic system before: Balancing - Roboport requires quite some energy to charge the robots. So the Logistic Robots will be less overpowered than they have been. Stationing - In the past robots without orders kept hanging at the place where they stopped. This was annoying and even caused robots to become a target for enemies after they delivered stuff to the player's inventory. Now every robot that has nothing to do goes to the roboport to station there. Area Separation - Before, all the logistic robots could fly all over the map. From the base to the expansion if necessary. Following the player fighting the enemy bases, etc. This was also less than desirable. Now the connections between the roboports define separate logistic networks which can't be mixed. This way, small independent systems can be setup in the expansions and one large network in the main base for instance. And on top of all that the roboports look really cool:D Albert happily took the break from the terrain and made a great machine in a short amount of time. You can checkout the "making of" animation below. Some of the instructional pictures in the demo were getting really outdated. So we replaced them with setups with the current graphics. Below is a side-by-side comparison for the instruction on how to use inserters from some months ago and from now. The last picture is the courtesy to Kovarex's grandmother, who made this wonderful cake for his birthday. The tradition is the commenting thread on our forum.

Friday Facts #177 - Difficulty settings

Posted by Rseding91 on 2017-02-10

0.15 status Work has been going swiftly on 0.15, but there are still many major topics we have left to close. We mentioned previously that our estimate for release would be near the end of February, and while this has been our internal goal, we won't quite be able to make it. One of the main reasons for this delay is us underestimating how long it would take to stabilize 0.14 and the new multiplayer code. We thought that because it was a relatively small 'major' release, that it would not take much time to make it stable. However the great community members playing the experimental version kept finding bugs for us to fix, and even now there are still several 0.14 bugs being identified and fixed in 0.15. The extending bug fixing of 0.14 was no doubt necessary, but it has led us to be somewhat behind schedule on several features of 0.15. Our current optimistic estimate is that we will be able to release an experimental version of 0.15 at the end of March, and we will keep you all up to date on its progress.

Friday Facts #111 - Long term plans

Posted by kovarex on 2015-11-06

Hello, It is exactly a year since we moved to the new office. I had also the Factorio presentation in the university for the third time already (third year), and I realized it is the third time I said there that Factorio will be finished in a year. I want to believe it to be true this time so we will try to really make it happen.