Blog

Friday Facts #187 - Space science & 0.15 graphics

Posted by V453000 on 2017-04-21

Space science As you already know, in 0.15 we have reworked the science packs and added infinite science. More and different science packs make the game a lot more interesting. It reduces the complexity of blue science (which is great for newer players) while adding complexity later, and you now have to decide what to research first, especially with the more expensive game modes (which is interesting for advanced players), and infinite science adds something to do forever in the game. However, one of my biggest complaints about Factorio always was that the rocket has no purpose, even though it is being propagated at all the points as the final step of the game. It is said at the trailer, at the introduction of freeplay, and by being the most advanced research, everything seems like it’s the thing to desire, but when I launched it for the first time and seeing the victory screen, I was feeling like "And now what...". For me there is one main reason why Factorio is so awesome and why I can forget myself playing until 4 a.m., and that reason is the infinite loop of 'there is always a bottleneck', you always need to fix something, you have not enough power, or your production of a particular product is insufficient etc. When you launch the rocket, you escape from this loop because it doesn’t lead anywhere. As we can see, we have learned to take the rocket as a measurable resource sink to quantify the size of our factories, which is great, but I think it makes sense to us only because we got used to it, not because it made sense in the first place, or at least it didn’t to me. Now when 0.15 adds infinite research, I started to ask myself why would I launch the rocket at all, and I have seen many of you ask similar questions. To compare the two, the infinite science is also quantifiable as I can see the amount I produced in the production screen, it also has an interesting crafting recipe (rocket parts vs. all science packs together), and it is also an infinite resource sink. The main difference is, the infinite research is actually useful. This is where the space science comes into play. We now have a space science pack, obtained by launching a rocket. You get 1000 of these science packs per rocket, and every infinite research requires these science packs. Such a simple feature, but it closes the infinite game loop again. But of course in case you want to just launch rockets without worrying about science, you can still do that, just like previously. We have also added more infinite researches, so now apart from worker robot speed, combat robot follower count and mining productivity bonus researches, we also have all of the combative damage upgrades infinite (not shooting speed as that would get ridiculous sooner or later), however their prices increase exponentially to prevent it from getting too extreme. The rocket has to have a satellite in order to get the science packs (the rocket has to be able send back the discoveries, right?). The rocket silo now has an auto-launch checkbox so you can launch them automatically, and the launch is only going to happen when you insert satellite. So you can control the inserter with satellite to only launch rockets when you need the science packs automatically through circuit network. Of course we also added support for mods, so you can define what do you get from sending a rocket, and depending on what you put in the rocket - say, if you put a tank into the rocket, you receive 100 raw fish, because that would make perfect sense. We can build up on this concept in the future, but for now this already brings a lot of sense to the game as it is. As a bonus, here is a album of my factory where I tested the infinite science concept.

Friday Facts #186 - Marathon testing

Posted by Klonan on 2017-04-14

Hello, another week of tepid weather here, but the work on the final necessities to 0.15.0 continues with full force. More playtesting We started a new map on Monday, we wanted to see how the game feels with our new 'marathon' map preset, which (among other things) makes many recipes more expensive. What may seem like blasphemy to some, the expensive setting also changes a few of the normal recipe ratios, so new designs had to be thought up: Automated testing 2 A long time ago we talked about our automated testing in FFF-62, and over the last 2 years and 4 major versions, we've added quite significantly to our suite of tests. We have our server constantly running all these tests 24/7, and when something breaks it sends out a sternly worded email to the developers who made the latest commits to the repository. Its sometimes surprising how some innocent change can break some wholly unrelated tests, but it certainly helps us catch these issues before they make it out the door. This might be quite a short Friday facts, but we are trying to spend as much time getting things ready for release. If you have any thoughts or feedback, please let us know on our forum

Friday Facts #185 - Progress report

Posted by Klonan on 2017-04-07

Hello, the sunny spring weather seems to have taken a break these last few days after Denis' arrival to the office. His work continues on the belts optimization, as the rest of the team has been playtesting 0.15, as well as closing off remaining minor features on our Trello board.

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 #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 #181 - Calm before the storm

Posted by Klonan & V453000 on 2017-03-10

Work this week has been progressing nicely on 0.15. We hope we will be able to start our internal play testing soon, as the team works to close off the rest of the major features. Rseding will be arriving here in Prague next week for another of his infamous visits, and Harkonnen will be joining us shortly after, so the office will be prepared for tackling any issues that may arise. Since we are going to be spending the next period polishing and fixing what we already have, you can look forward to some less interesting FFF posts in the coming days. Take the lack of exiting new topics to cover as a good omen that the whole team's effort is on getting everything ready for the release.

Friday Facts #180 - Map improvements

Posted by kovarex on 2017-03-03

Public service announcement - Possible server breach and outages In the past 7 days, our services (authentication, multiplayer matching, mod portal, etc.) experienced multiple outages. One of them was caused by one of our service providers and resulted in a roughly 6 hour long outage on Tuesday evening. This was a widespread outage all over the internet caused by problems with Amazon's AWS S3 and also affected other services, for example Instagram, Imgur or Trello. The other 2 outages were the result of a possible security breach of one of our servers, acting as the master content server at the time. On Friday, just before midnight UTC, we were informed by Linode (our server provider), that a brute force SSH attack was originating from that server, targeting a specific IP in the OVH network. As a precaution, the server was cut from all network traffic, which caused a short outage. We haven't managed to determine, whether that attack was caused by a bug in some software or a runaway process, or if it was caused by someone who managed to gain access to the server. We can't say if it's possible to spoof the IP address of an attack of this kind and make it look like the attack is coming from someone else. As a security measure, we have destroyed and redeployed all 3 content servers we currently operate, improved our firewall and automatic banning rules and invalidated passwords and SSH keys. All the releases that are available for download were checked and none of them were modified. We apologise for any inconvenience we might've caused by these outages. Additional map info The Trello card to improve our map has been sitting in our queue for a very long time, and since I wanted to program some low hanging fruit for 0.15, I decided to pick this. Let me present how far I got. Now when I open the map view, it shows the map view settings mini-panel on the side (icons are temporary), which can be used to toggle different kind of additional info on the map. The logistics area visualisation It wasn't really possible to see the roboport coverage in the scale of the whole factory and I missed that a lot, so it was the first thing to be done. Now I can clearly see why did I get alerts of missing construction robots in the left part of the map. It can be also used to find all these small gaps in the coverage or off-by-one alignment issues. I'm also considering to show the roboport connections in this view, or as additional option. The electric network visualisation This one might be especially useful when you want to find out the reason of electricity breach. As with the previous one, it gives even more incentive to build electric network in OCD friendly way, as all the circumstantial electric pole placements are more than visible in this view. The pollution The pollution works the same as before, but it can be turned on and off the same way as other things. This means you'll no longer have to toggle the detailed info to see your base clearly through the pollution. Map interaction This was the most obvious step of all. You can open locomotives and train stations from any distance, you can access them from the train manager, but you couldn't open them by clicking in the map. It is possible now. Custom tags As the map shows train station names, people were actually using stations to put markers on the map. But as its kind of a hack, and it clutters the train destination selection dialog it needs a proper solution. This is why we have the custom tags now. It can be either text only, icon or both. As you can see it can be used to mark different parts of the factory, it can be used in multiplayer to coordinate different kind of tasks and I don't doubt that people will use it to draw penises or other 'creative art' on the map as well. Resource patch inspection Searching for the best patch around was quite tedious, as you had to walk to the locations and guess how much ore it contains by hovering over several ore patches. It is not needed anymore, as a player can just hover over the patch on the map to see how much it contains. As the area was discovered by radar, or by the player manually, there is no harm in providing this information. It also helps colorblind people as they couldn't distinguish the ore types by color so well. Other improvements There are other things we are considering. Just to be sure, this doesn't mean a promise or a plan, just an idea, that might or might be not implemented: Extend the custom tags, so they can refer to rectangular area. Interactive (clickable) electric and logistics networks that open the window with detailed info. Integrate the interaction into the train stop selection when adding new items to the train schedule Integrate the interaction into the train to allow semi-automatic one-time train order that wouldn't be limited to train stations. Be able to zoom from the map view directly to the world. Things not covered by radars would just be covered by some kind of blackness. Better map colors, more different colors for entities, so you would see whether it is an assembling machine, electric pole or turret. Option of Higher resolution of map. If we have 4 pixels per tile in the map it could be nicer and also provide more information when zoomed in Smarter map info. Especially in the high resolution option, the belts could theoretically remember the resource they are used for (if it is one purpose belt), and draw line of the color on them. Assembling machines could have a pixel(s) inside the square that would depend on the recipe. Etc. I would actually like to know what other things you might want, or what things from this list you find the most needed. As always, we can’t wait to read your reactions and feedback on our forums.

Friday Facts #179 - New resource graphics & concrete

Posted by V453000 on 2017-02-24

While all us minions and assembling humans are furiously working on 0.15, today I would like to present to you what I have been working on lately - new graphics for resources, of course including high res and the new uranium ore. In the second part of the article I will get to an old/new topic about concrete.

Friday Facts #178 - Minimal mode and Mini-tutorials

Posted by Klonan on 2017-02-17

Hello, the office has had a very lively atmosphere this week. With some very productive team discussions taking place, we reach another Friday with an optimistic outlook of the weeks to come.