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Friday Facts #158 - The end of the 32 bit era

Posted by kovarex on 2016-09-30

Hello, another friday and another Facts. It has been 3 years already without a single friday facts missing. I didn't expect that!

Friday Facts #263 - Trains in blueprints

Posted by kovarex on 2018-10-05

Trains in blueprints Building trains again and again might be a daunting task. Especially when you start making a lot of mining outposts, artillery/supply trains with filtered cargo wagon slots etc. So I decided that we should extend blueprints to work with trains as well. The first condition was, that trains are only selected when you explicitly allow it in the checkbox, so they don't get in your way when building rail setups. Checking the button allows the train that was there to be put into the blueprint (similar to the way tiles work). For the sake of simplicity, we decided that once there is any rail in the blueprint, the train in it will be always buildable (as a ghost obviously), even if there are not rails to support the train at the moment. The train ghost will simply stay there and won't be buildable until rails are placed under it in a way so it can be placed. If I remove the rails from the blueprint, I get a second type of rail blueprint. In this case, all the parts of need to have rails to support it, this is mainly needed as without rails, there is no rail grid forced, so we should make sure, the train ghost won't be created in some wrong position. The small touch here is, that the blueprint also contains the schedule. With little-bit of improvisation, I can optimize the mine building a lot in the late game. I create a blueprint of mine train station. The stop will be called " Mine X". Both of the trains in the blueprint will have the " Mine X" -> " Smelting" schedule setup. Once I build the blueprint, I just rename the " Mine X" to whatever I want (" Mine 12" for example), and the train schedules are updated as well, so I'm almost ready to go. The last tweak I'm considering is to allow blueprints to contain the fuel insertion info similar to how they contain the module insertion info for assembling machines now.

Friday Facts #213 - The little things 2

Posted by Klonan on 2017-10-20

Hello, we are still here, working on the game.

Friday Facts #331 - 0.18.0 release & Train pathfinder changes

Posted by Klonan, V453000, boskid on 2020-01-24

0.18.0 release Klonan Early this week we pushed the deploy button on 0.18.0 (patch notes). This was quite a surprise to many of our players, as more typically the time between major releases and the scope of the release is greater. However this isn't like the old days, we are trying to keep the size of releases as small as possible (FFF-314). What this means, is that what is currently in 0.18 is only really a small part of the work needed to be done on 0.18, and releases in the coming months will continue finishing off our 0.18 task list. Once everything on the 0.18 list is completed and the time is right, we will turn 0.18 into 1.0. What we have accomplished with 0.18.0: GUI Main menu redesign GFX Water animation Tree animation Color correction (LUTs) New explosions and damage effects Other Optimizations New Particle system First work on new sound design Steam login What we have left to do in 0.18: GUI Character GUI Blueprint library Statistics GUIs (production, electric network stats, etc.) Entity GUIs (Inserter, Assembling machine, chests, etc.) Main screen GUIs (Chat, minimap, etc.) Many more... GFX Offshore pump redesign Assembling machine redesign Beacon redesign High-res icons Final tweaks and polish Other Further sound design improvements Mini-tutorials Replace NPE with old tutorial Final game balancing and tweaks Finalised locale and proofreading With this in mind, it wouldn't make sense to mark 0.18 stable before most of the above is finished. We made 0.18 a major version because it will break mods with all the changes we are making, and while initially it hasn't broken that much, many things to come will have a bigger impact, such as the Character GUI.

Friday Facts #242 - Offensive programming

Posted by kovarex on 2018-05-11

Hello, this post is going to be more technical than usual, yet it might still be interesting to know the background of the process for some people.

Friday Facts #273 - Cutscene controller & Localisation plan

Posted by Oxyd, Wheybags, Klonan on 2018-12-14

Hello, we recieved a lovely holiday gift from Steam this week: The note reads: Happy Holidays! From the Steam Team The chocolates are delicious and do not seem to be lasting long...

Friday Facts #201 - 0.15 Stable, but not really

Posted by kovarex & Rseding on 2017-07-28

Hello, the 0.15 has been declared stable. Unfortunately we found some smaller problems, so there is going to be at least one bugfix release. One of the problems we discovered yesterday, is a glitch in the blueprint transferring logic that results in the transfers stopping forever when a player that is just transferring his blueprint into the game leaves. I'm quite surprised that I found it out myself when I was testing something else, and we didn't have a single bug report regarding it.

Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted by kovarex, V453000 on 2020-10-30

Menu simulation V453000 In the last FFF, we presented that we now have the capability to show real game simulations in the Tips and tricks. Naturally we asked ourselves what else could we use this new technology for... We've dreamed about this multiple times in the past, but the technical roadblocks didn't make us think too seriously. We'd like the main menu background to be a real animated simulation of the game, similar to what Transport Tycoon or Rollercoaster Tycoon games have. Instead of things like cinematic trailers, we always present the game in its true form, and the menu background does not follow this logic. Also, any time we improve any graphics, a static image immediately gets older while a real game simulation is updated automatically. We've created a variety of scenes that each demonstrate some feature(s) of the game, from first miners all the way to the artillery and Spidertron. The screen is quite zoomed in and the factories are rather small, so it's more of a demonstration of the game's features rather than a showcase of "the best things anybody has ever built". The scenes are randomly rotated, where all of them have to play once before any repeat. The main menu should include both Factorio and Wube software logos. The Factorio logo has been used in many places from prints to trailers many times already. Its concept is that the logo is an entity like any other, and integrates itself into the world by being built there if at all possible. The Wube logo is different, both graphically and in concept, so we can't represent it as an entity. It makes a lot of sense that Wube is in a layer underneath the world of Factorio, so we're using it as a special water tile. From now on, the Factorio entity and Wube water tile are both buildable in the map editor without the use of mods. The "water-wube" only works well in specific positions, as it repeats in a 8x8 tile pattern, so fitting it in an existing factory can be tricky. To make it clear that behind the menu is not your factory, every scene has the logos in the exact same position, and the screen has a vignette-like shader on the edges.

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 #417 - Space Age development

Posted by kovarex on 2024-06-28

Hello, we usually show finished stuff in Friday facts these days, but I personally always liked to have a peek behind the curtains and see the (temporary) mess there. This motivated me to do some kind of overview of how the overall expansion development felt from my perspective. If you are like me, you might appreciate it. Our story starts in February 2021 with FFF-365 when we announced the plan to do the expansion pack.