As stated in previous FFF's we will be making some changes to the demo and tutorial content in the game. I wanted to clarify exactly what is being removed and what it is being replaced with, as this content is almost ready for release. If you would like to catch up on the topic, you can read Kovarex's piece in FFF-327, but I will also summarize it here. Right now the NPE/Introduction is the scenario that is used as the demo (0.17) and as the tutorial in the full game (0.17 stable, 0.18 experimental). If anyone has played the tutorial in the last 12 months, this is probably what you have played. The First steps campaign was a series of three levels which used to make up the demo and tutorial in 0.16 and earlier. They were introduced in 2014. We have been working on revamping these levels to bring them up to 0.18 standards. Very soon the NPE/Introduction will be removed and the First Steps campaign will be reinstated, both as the full game tutorial and the demo.
Sound design update Ian One advantage of switching to home working during the COVID-19 crisis is the ability to listen to the game using speakers rather than headphones, and this has proved useful in balancing the relative levels of the game. Val has also been getting to grips with Lua, and this has led him to working on attenuations, which have been proving problematic. For instance, we noticed that sounds such as the radar were getting cut off when you walked away from them, rather than fading out cleanly. I investigated and discovered we had a maximum environment sound limit of 15, by raising this to 50 we have eliminated many of these problems. But then the downside is that there are now more sounds playing and therefore more clutter to mix and balance. Pink squares indicate which sounds are active. Left: limit of 15 nearby sounds; Right: limit of 50 nearby sounds. Rseding has been working through the list of sound design programming tasks, for instance we finally have the sound for the artillery turret rotation integrated into the game (which was featured in FFF-252 quite a while ago). Real in-game footage of the new artillery sounds In other news, we have an updated concept for the transport belts. We listened to feedback from the community that they were still a bit too present and annoying. The idea of the new sounds is that they will drift into the distance a bit more and become unnoticed (until you try to fall asleep). More fun sounds include water splashes, electric and laser beams, more powerful weapons such as the gun turret and vehicle machine gun. And our old robot sounds have come back as additions. If all goes to plan, we will merge the sound changes into master very soon, and once we've done all our pre-release checks, release it to the 0.18 experimental. After that, I plan to spend time on UI sounds, and also balancing the overall levels to get them more in line with other games, which is trickier than normal given the lack of audio middleware. However we have also made some changes to the default sound settings that move us in the right direction.
Not mentioning it would be weird I really think everybody has heard all about this and nothing else over the last few weeks, but yes, the Coronavirus. For now, with Factorio, everything seems okay. We are all working from home, the team is still going, and so far we are following our plan quite well. We released the Character GUI and Statistics GUI last week, and some improvements such as new water splashes and leaf animations this week. Things are still moving along. However it is still early days, we haven't really had any experience having the whole team work remotely, so there may be some challenges we need to tackle as time goes on. At the moment we don't know whether this will affect our 1.0 release date, I guess it will one way or the other, but for now we aren't announcing any changes.
The beacon is one of the last entities left to convert to HR. As always, before 'just re-rendering' we take the chance to re-think the concept and modernize it. This post will try to go a bit deeper in the process of redesigning such an entity.
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.
Statistics GUI Klonan, Oxyd The statistics GUI (electric network stats, production stats, etc.) is one of the GUIs that has been in the game for a very long time, and has had its functionality fleshed out reasonably over the years. It was not long ago when Twinsen added hovering and highlighting to the graphs. Given that, and the relatively short timeframe for 1.0 release, the update of the statistics GUI has really just been a style update, no new features or heavy logic rewriting. Oxyd has most of the work done, so we are happy to show some real in-game screenshots of how it looks: A notable change with the electric stats is that the Satisfaction/Production/Accumulator charge are next to each other in a single row, as opposed to each in a separate row. The label for the exact amount has also been moved to inside of the progress bar, which itself is much thicker. The production stats are pretty much the same functionality wise. One new button you might spot is the search button. However there are some problems with the search feature. As you can see, production and consumption frames have a different search box independent from each other. The main problem is when pressing CTRL+F to perform a regular search: How do we know which frame to open? Of course this could lead to different solutions like the use of a cycle for the focus of the search, in which the second time you press CTRL+F the other frame gets the focus. Or both of the search boxes open at the same time but only one gets the focus. Or only one frame gets the focus and the other one works only by pressing the button. But let's face it, these "solutions" are not solid at all and create inconsistency in the main design. To solve this issue we decided that the simplest way to go is the use of just one search box on the header of the panel. This new location works as a general feature for the entire panel. One single search gives you 2 results, one on each frame. This solution is used in the new character window -to come soon- making it consistent with the whole design of the GUI. You can also see we took this opportunity to integrate the Kill statistics in with the rest, instead of being its own window with its own hotkey. The Statistics GUIs will need a few tweaks and polishings here and there before it is ready for release, but unless something unexpected happens you can expect it coming out in a release soon.
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.
Team production changes Improving the Team production challenge was prompted by this Reddit post. Team production was made back in 2016 to test the multiplayer networking of the 0.14 update with a larger number of players without the overhead of having a large factory. Since then it has not really had much love. So after 4 years of accruing wisdom, I started making some general improvements.
Poison cloud Ernestas, posila The poison cloud animation is a placeholder spritesheet (that kovarex found somewhere on the internet), we have wanted to improve it for a long time, but since it was always such a small detail other things took priority. Well now is the time to finish everything, big and small. Some of the problems we see with the old placeholder animation: The edge (where damage will apply) is not clearly defined The center strongly obstructs vision underneath the animation It breaks the perspective/height illusion with its very circular shape The new animation was done quickly and without the need of any large changes to the Factorio engine. This is the mindset we are in these days, use the engine features we already have to finish things quickly and without trouble, and we try to stop ourselves going crazy with more detail. The smoke capsule itself spawns a bunch of smaller dummy entities which do the smoke drawing, while the damage is kept consistent by only using the central smoke cloud to apply damage.
Hello, We released 0.18.4 this week, same old same old, more bugfixes, more bugs, more changes. At this stage of development, not many interesting things are happening, we are just polishing what we have.