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Friday Facts #113 - Better rail building

Posted by kovarex on 2015-11-20

Hello, 0.12 will be stable soon, so is a good time to start making you want things from 0.13 right? :)

Friday Facts #377 - New new rails

Posted by V453000 on 2023-09-22

Hello! There are certain areas in Factorio that we haven't really had the courage to change for a long time. One of those areas has been the rail system...

Friday Facts #198 - Rail segment visualisation

Posted by kovarex on 2017-07-07

Hello, after weeks and weeks of going through bug reports and fixing stuff (after all 0.15 was one of our biggest releases), it seems that we are approaching the end of 0.15 stabilisation. The (wishful) plan is to have a stable candidate for 0.15 next week. Sadly, this will change our attention to just different category of bugs: Those that we plan to fix for the 0.16 as they are not so critical and the changes required to fix them are too big to be done in 0.15 at this point.

Friday Facts #163 - New rails & New problems

Posted by V453000 on 2016-11-04

Hello, Rseding has just arrived for another 6 week visit here at the office, and his timing is pretty great as we start shifting the focus onto 0.15, of which our to-do list is extremely long.

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 #154 - Challenge us

Posted by kovarex on 2016-09-02

Hello, we are in the phase of finishing the bug report stream, we expect to smoothly transition from the bug fixing phase to the work on 0.15 in the upcoming weeks.

Friday Facts #378 - Trains on another level

Posted by V453000 on 2023-09-29

Hello! The code refactor of rails presented last week is great, but the motivation for such a task wasn't quite just some shape changes for rails. As explained last week, we can now define any kind of rail shape, and we had some very specific shapes in mind all along...

Friday Facts #184 - Five years of Factorio

Posted by kovarex & Rseding on 2017-03-31

Today, it is exactly 5 years since the initial Factorio commit. As you may, or may not know, the first version was created in java, and it took me (kovarex) a whole 12 days to realize that it is not a good idea, and I switched to C++. As a small celebration I provide the Factorio pre-alpha version 0.1 . It is a good reminder of how much the game has moved forward in all directions. The controls are cumbersome, the graphics are funny and glitchy, the GUI is horrible. The campaign has 4 levels, where the last one is quite a challenging defense mission. There are also 2 savegames with one of the first Factorio Factories ever created.

Friday Facts #47 - CRC fun

Posted by Tomas on 2014-08-15

Hello FFF readers, another week, another set of news. Kovarex took some more vacation days for a visit to Slovakia where his relatives live. He will come back on Sunday just in time to switch places with me. I will be off for the whole next week, playing Go, hiking and relaxing in the Czech Beskydy mountains. Another fun fact is that the most active forum user ssilk took some vacation as well and he actually came to Prague. I will go meet with him tomorrow.

Friday Facts #296 - All kinds of bugs

Posted by Klonan, Rseding on 2019-05-24

Cars/Tanks remember their color Klonan This really is a tiny feature, the car and tank will now save the color of the passengers when they exit the vehicle. So now you won't forget which vehicle you were driving, and can warn everyone else on the server: "Pink tank is mine".