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Friday Facts #133 - The train struggle

Posted by kovarex on 2016-04-08

Hello Factorio players!

Friday Facts #95 - 0.12 Release today

Posted by kovarex on 2015-07-17

Hello, the forecast today says it is going to be 36°C, I bought two fans to help us overcome the crisis, but it is still quite rough.

Friday Facts #164 - Nuclear power

Posted by kovarex on 2016-11-11

Hello!

Friday Facts #338 - The (real) Character GUI

Posted by Twinsen, Bilka on 2020-03-13

The Character GUI Twinsen It was 11 months ago when we first mentioned the new Character GUI, in FFF-289. After all that time, it's finally getting ready. Since you can expect to see it released sometime in the next 1 or 2 weeks, we would like to present a quick recap of the features and changes, and some real in-game screenshots. ​ The Character window is now split into 3 tabs. Logisitcs and auto-trash were moved from the central frame into a tab and a new tab called Character was added. Using inventory/stack transfers in the player inventory will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type. Logistics and auto trash are now merged into 1 panel. Using a double slider you can set an interval. If you have less than the first value, robots will bring more, if you have more than the second value, extra items will be auto-trashed and taken away by the robots. The double pop-up and extra confirm might seem strange, but it's made this way to solve the problem of robots bringing you items before you finished setting up your request. With the merging of requests and auto-trash, we also made it so you can now set an unlimited number of requests, regardless of research. Furthermore, everything is unlocked in one research: unlimited logistic requests, auto trash, and 30 trash slots are all unlocked by the "Logistic robotics" research that is at blue science. Searching now not only searches the recipe GUI, but also the inventory and logistic requests. By popular demand, we also added a switch to quickly turn personal logics on or off. Turning off personal logistics will stop logistic robots from bringing requested items. It will also stop items from automatically being moved to the trash slots. Logistic robots will continue to empty the trash slots. Since the recipe GUI has a new style, we also updated the look of the filter, item, circuit signal, and upgrade selection GUI styles. Some of the other GUIs in the game will have some visual issues due to the mix of old and new styles. My next step will be to fix these issues as soon as the Character GUI is released. Looking back, this GUI took 13 months and 3 programmers (working alternatively) to implement. This is excluding mockups and UX design. It's a long story, but one thing that's obvious is that the GUI scope has grown far beyond what our codebase is capable of. For this reason, we won't be focusing obsessing that much on the GUI in the future. We will finalize the transition of styles, fix obvious issues and low hanging fruits, and try to get everything at a consistent level of quality for 1.0. This new Character GUI and changes will likely affect some mods, especially those relying on logistic technologies, logistic slot related APIs, old style definitions, etc. Thankfully a lot of mods will be unaffected, so we hope it won't be too much disruption. Still, we wanted to give some forewarning.

Friday Facts #336 - Offshore pump redesign

Posted by V453000 on 2020-02-28

Offshore pump redesign V453000, Albert 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 transitions work, we moved the offshore pump to be placed on the water tile. This can result in the pump drawing over terrain in ugly ways. With the redesign, we took the oppourtunity to move the offshore back onto land, and additionally the pump checks a 2x3 tile water area in order to be buildable. The new placement rules only applies to newly built pumps. Offshore pumps on existing maps will keep functioning, they’ll just be shifted out from the shore. There is no blue colour for water integration at the tip of the offshore pump, so the offshore pump will look correct even with unexpected water types (not a big problem in vanilla). The water integration is split to an underwater layer which does not show when the pump gets landfilled over. In the basic concept, the offshore pump is another type of a pump, so it should be similar to the other pump entity Albert made a few years ago, including the animation and visible fluid in it. The obvious difference is the connection to water. However we felt that is not different enough and needs more visual balance, so we added a pair of supportive legs. We are planning to release the new offshore pump graphics with the next release, likely next week.

Friday Facts #238 - The GUI update (Part II)

Posted by glex & kovarex on 2018-04-13

The GUI update (Part II) - Technology tree Today we will speak a bit about the work in progress of the Technology tree, and the main GUI style/philosophy evolution. The visual style is evolving and becoming more mature. The aim is to be as functional as possible, and also be pleasant to interact with, always having in mind the limitations of making it work in our engine. This is why we bet for a neutral and sober look that helps to focus on the relevant elements, without the distraction of possible decorative elements. This is not easy to decide, because the tradition of video-games is very rich in decorative GUI elements, and I'm sure that many of you would prefer having screws and rust in the corners of the metal panels and cables hanging everywhere in the GUI. Me too. Sometimes. I believe that once the GUI is completely functional, there will be some minimal decoration and this kind of fantasy, but this will be another chapter if it ever happens. We are paying a lot of attention to the readability in general, according to the AAA standards of the WCAG. So the contrast with the panels and the font is increased quite a lot compared to previous mock-ups by simply using a contrast checker. Also the font size is increased by 2pt so it is more comfortable to read. Anyway, the user will have control of the font size in the options menu. Bear in mind that the next mock-ups are a work in progress, and we still developing our standards, so some colours and solutions can vary through further iterations.

Friday Facts #358 - Alien decoratives & Polluted water

Posted by Jitka, Klonan, V453000, posila on 2020-07-31

Launch party cancelled Jitka The COVID pandemic around the globe is making it really hard to plan any event these days, and we were pretty optimistic just a few weeks back. However the situation here is now changing for the worse it seems. The number of positively tested cases of COVID here in Czech has been increasing in relatively high numbers every day for the past two weeks, and the restrictions are again taking place. In Prague, face masks are required to be worn again where more than 100 people gather indoors, no events over 500 people are permitted as of last week, etc. The current uncertainty together with the fact that at least half of the invited guests will not be able to attend the party (including some members of our own team), have led us into making a tough decision: we have decided to cancel the Factorio 1.0 release party we were intending to throw on 4th September 2020. For those of you who already purchased a ticket(s) - the full ticket price will be refunded. We hope there will be another opportunity to meet you all in the foreseeable future, but for now, please accept our apologies for any inconveniences caused. This wasn't an easy decision for us to make, but we believe it is the right one.

Friday Facts #418 - Space Age release date

Posted by Factorio team on 2024-07-05

Hello, Today we want to share some exciting news!

Friday Facts #200 - Plans for 0.16

Posted by kovarex & TOGoS on 2017-07-21

Hello, I can't believe that we have been able to produce a post every Friday for 200 weeks without missing a single one. To be honest I'm not sure if this isn't the right time to pause for a while, to avoid being this kind of show that gets worse and worse over time until it is so bad that you want to take your intestines and strangle yourself with them. But people in the office convinced me with arguments like "FFF is the only good thing we have", so we probably have to continue for a little longer.