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Friday Facts #288 - New remnants, More bugs

Posted by Wheybags, Rseding, Dom, Albert on 2019-03-29

Removing RTL language translations Wheybags I'm sorry to say that we have removed the RTL language translations (Hebrew and Arabic) in 0.17.20. Until this point we've had a half implementation of RTL languages, where the text is simply flipped when we download it from Crowdin. This 'works' for a decent proportion of things, but not nearly 100%. In order to attain the level of polish we want for the 1.0 release, we would need to spend a lot of time implementing proper support for RTL layouts. This just doesn't make sense for us given our current goals, and the proportion of our player base which uses these languages (less than 0.1%). We decided that instead of completely gutting the translations, we could leave them in for those who enjoy them, but not to offer them in the GUI as defaults. The languages will remain up on Crowdin, and the locale files will still be present in game, but there will be no option in the in-game language options dialog to choose them. If you want to use an RTL language, you will have to manually edit your config file to set your locale. Detailed instructions are available on our forum. What this also means, is that we won't be investigating any bug reports about RTL issues.

Friday Facts #304 - Small bugs; Big changes

Posted by Klonan, Sanqui, V453000, Posila, Twinsen on 2019-07-19

Hello, We are down to 28 bugs on the forum. The last bugs are often the ones we have been putting off for a reason, they generally require some more meaningful changes and decisions. That is why this week we have a lot to discuss.

Friday Facts #280 - Visual Feedback is the king

Posted by kovarex, Twinsen on 2019-02-01

Hello, as we learned countless time before: Visual feedback is the king! Especially when the GUI is as complex as the Train GUI.

Friday Facts #90 - Trying to be on schedule

Posted by kovarex on 2015-06-12

Hello, it is starting to be quite hot here and summer just started. We started to play games during Fridays (at least part of the day), and today we played Don't Starve together which is kind of addictive to be honest, so I really had to force myself to stop and give you some Factorio updates.

Friday Facts #10

Posted by Kovarex on 2013-11-29

Hello, the regular dose of news from the developement of Factorio is here, I (Kovarex) wrote it today, and you can clearly see, that I like structured form of information :) Factorio is a continuous jam session. Albert had this observation yesterday and it is very precise description of our development. In the start I had no idea what will the game be like, I had no plans about the visual styles and proportions of the project that was just a hobby, an experiment. The rails were the first graphical assignment for Albert. I told him to just "do the rails" like it was some obvious one way street task. I didn't give him any clues about the style. Should it be cartoonish? Should it be realistic? Should it look modern, cyberpunk or 19th century like? We didn't know, we were searching for the direction on the fly. Any manager would probably say this is a bad thing, that we need a roadmap for the whole process from the start to the final release with all the contents, features and graphics planned ahead including cost estimates. I personally think, that the freedom of the jam (agile) way of development that allows us to react is the best for Factorio. We are inventing and extending the best ideas on the run, ideas that would never be visible in the start. The 0.8 We have less than a week for the preparation of the 0.8, we integrated all the new terrain tilesets to the game, Tomas is now working on the roboports, and construction robots can reconstruct destroyed buildings. We have few days to add some smaller features before we start bugfixing and preparing for the release. The new terrain The main graphical task of the 0.8 is almost finished. You can judge for yourself: The roboport The roboport is the control building for the logistic/construction robots, it will provide the radio signal with limited range for these to operate. This will limit the robots from following the player out of the factory and allow the player to have more distinct logistic systems. Apart from that, the robots will recharge there and stock inside if they have nothing to do. Reconstruction of destroyed buildings When any building owned by player is destroyed while he has the construction robots researched, the half transparent "ghost" building appear on top of the remnants. This ghost building has limited lifetime (5 minutes) and if the needed component is available in the local logistic system, the construction robots take it and automatically reconstruct the building. Nothing new, but still: the thread for comments is available on our forum.

Friday Facts #68 - The trains

Posted by kovarex on 2015-01-09

Albert is back from Spain and Cube is back from vacation, so the Wube is not lonely. Once Tomas gets back from India and Robert moves here, the place will feel fully populated again :)

Friday Facts #77 - Theme art ahead

Posted by Tomas on 2015-03-13

Hello guys, the winter is not yet completely over in here. Even though we had a few days that felt like real spring still now it is cold and unwelcoming outside. One more reason to stay in the office with a cup of tea and a screen full of Factorio code.

Friday Facts #56 - A lot of new stuff

Posted by kovarex on 2014-10-17

Hello, we have only 2 weeks left before the 0.11.0 release date. It is scheduled to 31. october. All the things in progress are starting approach the finish line, but as always before the release, it will be tight.There are quite a lot of things we want to deliver and multiplayer (mainly for lan and low ping games until 0.12 don't forget!) is one of those, not even mentioning the backlog of bugfixes we need to go through before the release.

Friday Facts #182 - Optimizations, always more optimizations

Posted by Rseding91 on 2017-03-17

I've done several optimizations around the game update over the past few game versions but in 0.15 I decided to also look at some of the game GUIs. In particular there are 3 GUIs which tend to take a large amount of time when visible: the production stats, the trains view, and blueprint tooltip previews.

Friday Facts #129 - The late game

Posted by kovarex on 2016-03-11

Hello, these Friday Facts are focused solely on our view of gameplay issues in Factorio, and our plans to solve these.