More remnants Dom, albert As for the conclusion of the topic opened in the FFF-288 we finally decided to go for a balanced solution in which the player can recognize what entity was destroyed and also walk through them. The solution of going up in the Z-axis is really attractive for designing the destroyed models, but it gives a lot of headaches to the game designers due its need of a bounding box. We are planning also a generic set of remnants for the modders who don’t feel like making the destroyed version of their own machines. Here an example of how a factory can look after a biter attack: These remnants are still a work in progress, many of them are not yet finished and we are planning more iterations with this subject. By now you'll find a sneak peek in today's release (0.17.36).
Inching closer to stable Klonan The last 2 weeks have been less productive than we would like on the bug fixing front. The Easter festivities along with a wave of illness have dampened our efforts. We have still managed to push out 2 more experimental releases, and fixed a few desyncs. We encountered one specific desync in the mass MP stress test last weekend, caused by a characters inventory size changing (such as researching the toolbelt technology) while the player is respawning. The graph of crashes paints a similar story to how the office atmosphere feels. It is natural though, most of the major crashes affecting most players are resolved, so all that remains are the more difficult issues that only affect a handful of players. This means that each bug fix is less effective at reducing the overall crash count. This last weekend, we had over 500 total crashes reported, which is a slight improvement over the prior weekend's ~650. One thing that makes our progress hard to evaluate is that we don't know how many people are actually playing experimental. Most people play through Steam, and so far we have found no way of determining how many people are opted-in to the 0.17 experimental through Steam. It could be that the game is more stable, or it could be that less people are playing. There are still over 250 open bug reports on our forum, so it seems it will be a few more weeks until the first stable 0.17. Some people have been asking when we will release the new GUI and GFX updates that we promised before 0.17 release. The plan is that after the first 0.17 stable version, some of the team will be moved from fixing bugs to working on features. At the point where we have a meaningful amount of new content ready (A few GUIs, some new GFX, etc.), we will release it as a new experimental 0.17 version. We plan to give some explanation and notice about these 'mini-content releases' in a FFF before they are each released.
New Campaign Abregado Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next. These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the permanence and unidirectional progression of Factorio. The permanence problem has already been solved using the new map expansion technique which is playable in the Introduction scenario. Over the last year we have been working on the bigger design task of unravelling the tech tree and breaking it into a set of choices for the player. This task has been made all the more Interesting as the tech tree is also constantly getting tweaks and revisions over that time as well. I look forward to providing more insights but for now I will leave you with one example (read: spoiler): Just to note, we won't be changing the freeplay tech tree, which will still have all the choice and diverging paths as it does now.
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.
Hello, we are still focusing most of our resources towards fixing as many bugs as possible so we have stable release in reasonable time. In the meantime, the preparation for the continuation of the work on the GUI rewrite is still happening:
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.
Hello, This week has been non-eventful. We are fixing bugs. There is not much to say, and I have updated the graph to reflect the status of the ongoing Dev vs. Bug war: The massive spike is the specific crash we talked about in the last FFF.
A week in the office This week is another week of typical bug fixing, so I thought we would make a one-time change of style and do a day-by-day account of what exactly that means for us.
Hello, This past weekend we beat our previous record of most simultaneous players with a peak player count on Steam of 22,457 players, and no doubt another couple thousand playing the non-Steam version.
The release (kovarex) So we finally released the 0.17 experimental this week. (patch notes) Hooray :) Fun fact: The release script failed to post the release announcement on Steam and Reddit and we were wondering why. The reason is that the patch notes were so big, that it exceeded the maximum post size (40k characters). If this isn't the indication that we should split our releases into smaller chunks, than nothing is :). Code wise, it is clearly the biggest release, and the amount of bugs we have to go through correlates with it. In other words, there are tons of bugs of all variety. We want to fix everything eventually, but it will take time, so we had to prioritize this week to aim for the most generally playable version before the first weekend after release. That means mainly unloadable saves, unavoidable crashes, game failing on startup, and the most frequently occurring problems. Our automatic bug reporting system is helping us a lot with the last one. It is uncommon, but sometimes the automatically uploaded crash report doesn't have enough information for us to be able to fix the bug right away, but the number of times we see a crash happening is still extremely useful for prioritizing. When we see a crash on the forum, we can cross reference it to our automatic reports, and if is one of our 'top-hits', we know to investigate it right away. The most prominent crash related to loading specific kind of save happened with pipe ghosts happened more than 200 times. It was fixed (obviously), but lets wait and see what our top hit of 0.17.4 will be after the weekend. Overall this means, that bugs that are not critical, require design discussions or are not that simple to fix are not being dealt with right now. Also, we got quite a surprising cake gift today. It is extremely delicious and we are extremely thankful for it :).