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Friday Facts #343 - Environmental particle effects

Posted by Dom, Klonan on 2020-04-17

Environmental particle effects Dom Since the particle optimization we did for 0.18 (FFF-322) and the introduction of new explosions (FFF-325), we were able to push our vision even more. It always bothered me that the grenade and other explosions would emit the same type of particles regardless of the context. In most cases it isn't that bad, and somewhat okay, but when you throw a grenade into water, it will still emit stone particles, which breaks the illusion. Another problem is that we have the nice decoratives on the ground, but they don't really 'interact' with anything that goes on, and can feel like fake flat stickers instead of something 'real'. You would expect that when there is a massive explosion 2ft away, the bushes might have some reaction to that. The explosion effect currently in 0.18

Friday Facts #350 - Electric mining drill redesign

Posted by Ernestas, V453000 on 2020-06-05

Electric mining drill redesign Ernestas & V453000 The electric mining drill is one of the older designs still in the game, and we have had our eye on it for a long time as a candidate for redesign. We would have loved to rework the mining drill in 0.15 when we added high resolution graphics and the pipe patch for it, but we had many nuclear related graphics to do for 0.15, so we just did the necessary minimum and postponed the full redesign. Now was finally the time we could unleash Ernestas onto it.

Friday Facts #206 - Workflow optimisation

Posted by kovarex on 2017-09-01

Hello Factorio players, lets start our developer to player interaction right now! :)

Friday Facts #290 - Rail building changes & High-res icons

Posted by kovarex, Albert on 2019-04-12

Rail building changes kovarex The problem with rail building is that it has too many states. It depends whether you start building the rail with shift, to use the ghost mode or not, and then it also matters whether you still hold shift, to ignore trees or not. Moving from manual building to ghost rail building means cancelling the whole rail building and starting it again with the correct modifier. The problems were reaching the surface from time to time, and Twinsen even drew a nice little state diagram of the rail building system. It kind of peaked with this bug report. After some time, it became clear that we should simplify it. This is a nice example, where we can talk about change we just released (0.17.29) in a FFF. From now on, instead of 3 modes (building manually, ghost building, ghost building + tree/rock removal), we have only 2 modes, where the ghost building without obstacle deconstruction is not available anymore. So it doesn't matter anymore how you start the building, it just matters whether you are holding shift or not at the moment, which makes it consistent with the normal entity building and the ghost icon. Once the topic is opened, it is hard to leave it so easily, so we agreed that the rail building could be streamlined even more. The current model is, that you have to build one straight piece of rail first, and then you can use the rail builder on the edge of that rail. It is annoying generally, and especially for the new players, because he might miss the way how it is being used, as the straight rails are built exactly the same way as other entities. The reason we did it this way was mainly, because when we first introduced the (new at that time) rail builder, we weren't confident enough that it could replace even the basic straight rail building. But since the rail building is stable enough, we might go one more step forward. The plan is that the rail won't be used to build straight rails normally the way you can now. The rail item would be always used to build by the rail planner only. Instead of having to snap to an existing rail, you could just start building anywhere on the ground. Instead of showing the rail preview when holding the item, you would see the arrow as when starting the rail building, and you could rotate it with the R key. It would make sense, to make the arrow color/size different for starting a rail planner on the ground versus snapping to an existing rail, but other than that, it would be the same.

Friday Facts #195 - Poles re-design

Posted by Albert on 2017-06-16

Tomorrow's party Since a couple of weeks ago I was working for the 1M Party. Made some little graphic design jobs which finally became not that little and much more than "some little". I have to admit that I had quite some fun doing them, cause these small things are giving me the chance to experiment and play with the graphical identity of Factorio, like the happy logo variation, the small jumping gear, some layouts, the 1 color version of the Factorio logo and so on. Luckily I finished the jobs with time enough as to come back to the game gfx. But to be honest, Jitka is the person who's really taking care of every single detail for the party, and preparing and organizing everything. She became a master with the stamp and other stuff that I can't reveal just to not spoil surprises.

Friday Facts #332 - More sounds & Map color tweaks

Posted by Ian, Klonan, V453000 on 2020-01-31

Hello, We released 0.18.2 and 0.18.3 this week. In terms of major releases, this one has very few bugs, so we haven't had a lot of pressure to crank out the releases at lightning speed.

Friday Facts #306 - Experimental Demo

Posted by Abregado on 2019-08-02

Warning this Friday facts is about the Introduction scenario, not about anything that will be in Freeplay Factorio. You may want to read previous FFFs (FFF-257, FFF-284) about the Introduction. TLDR: the Stable candidate of the Introduction scenario is now in Experimental please play it and send me your screenshots. Feedback especially on the “freeform endgame” would be greatly appreciated. We have also released a Experimental version of the Demo, be sure to send this link to your friends ASAP. SPOILER WARNING: If you have not yet played the Introduction Scenario, go play it before you read this.

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 #388 - Smaller things for 2.0

Posted by kovarex, raiguard, Klonan on 2023-12-08

Hello, we have shown some bigger things recently, so it is time to also show some smaller things, because the bigger things wouldn't shine that good without the smaller things working properly!