Hello everyone, another weekly Factorio update is here. The 0.7.0 release from the last Friday night has triggered a lot of discussions on the forum. It seems that in the end we didn't get the balancing quite right and the natives are now rather overpowered. People reported cases when they were overrun by the biters after less than half an hour of playing. Another issue would be that the biters in the enemy bases would level up too quickly and when the player arrives to conquer the base there were plenty of medium or big biters (which are quire resistant). Apart from that the release was relatively smooth. There are some minor bugs but no deal brakers. After recharging some energy during the weekend at a local wine festival:), we started working on the 0.7.1. Unlike in previous minor releases, the 0.7.1 will contain also couple of new features. Most notable of these is the addition of late game player following robots (aka "destroyers"). They are quire expensive, but they allow to conquer even large enemy bases. And they are a lot of fun to play with because of their acceleration based behavior. Apart from this and other small features the week has been spent mostly by bugfixing the issues reported by the community. This is now more or less finished and we have started with playtesting and further balancing. The 0.7.1 is expected to be released during the next week. As mentioned before afterwards we will focus some of our energy on making the new trailer and preparing for the Steam Greenlight campaign. Another thing that kept us busy for a while has been the wiki. Originally it has been spammed to a degree when any ressurection seemed hopeless. However after many tries (what do you do with a 4GB sql dump file?) Blue Cube has managed to prune the database and resurrect the wiki at its original location. For now we have restricted the access only to people who has been confirmed manually by us. So if you are interested in contributing to the wiki (which would be more than welcomed) then request an account on the wiki page . You will need a forum account for that as well. All this is to avoid further automated spamming of the wiki. Not only the wiki has been resurrected but also thanx to Kovarex it now contains up to date information on Factorio 0.7.1 scripting interface. Albert has been busy and productive as well. He has finished with the enemy spawner which we had to redo couple of times because of notable noise in the final animation. The resulting animation is imho worth it. You can see it below (animation for breathing) together with the gif capturing the process of making the spawner model. After this Albert has worked on other small issues that we have been putting off for a while. Things like: slowdown particles, underground objects indication (belts to ground, pipes to ground) and finally the remnants after destroyed objects. These are especially useful because as a player you can see what has been destroyed when your base has been attacked by the natives. And here is a fun fact for this episode. Technically it happened last week, but it so funny that it still qualifies. So the thing is that recently we looked up that there will be an indie game conference here in Prague. We were super excited and all three of us went there really enthusiastic to talk to the people from the indie game industry and maybe propagate Factorio or something. It took place in the local startup hub. We arrived and saw that a workshop was about to start soon. So we sat down and waited for a while. It was a little bit weird that nothing was happening but after a while a guy appeared who said he is coming for the workshop as well. He started explaining to us what he does and it was all about some very advanced server management stuff. We waited all the time when he will get to the indie game part but it never happened. And it turned out that the workshop is actually about some advanced server management stuff. The indie game conference happened a year ago on the same day. So we were one year late. The people at the reception had quite a good laugh. All right, back to the reality. Recently we have created a new "Updates" category on the forum where we will try to regularly post small updates. We will also create there a post for every friday facts episode where you can post comments.
Hello, recently we had a lot of discussions on our forum about interaction with the community. You can have a look at the details . The result is that we have realized, we have done a poor job in providing updates about our progress. And we have decided to change it. This is a first blog post from the "Factorio Friday Facts" series. Every friday we will sum up our weekly progress here. This will include insights into what we have been working on, what is planned, sometimes art sneak peeks of course occasional fun facts from Indie game developers live. All right, let's have a look at what we have been up to in the past week. The single point of focus for the whole team has been finishing the 0.7.0 release. This release has taken the most development time so far. Partly because we were getting our attention together after the holidays and partly because there was a LOT of work to be done:) Actually most of the changes are under the hood (combat framework, AI routines, pollution modelling, etc.) but their results will be well visible in the game. Just a taste of what is coming. The biggest change is probably the overall shift in enemy logic. Before they were simply controlled by the lua script behind the scenario. Now they are more autonomous and integrated in the game. This is because of a new concept we have introduced - the pollution. Pollution is produced by the factory (mining drills, furnaces, etc.) and then spreads in the world. Some objects can actually lower pollution (for now only trees). After a while the deadly pollution clouds arrive to the enemy spawners. The spawners "clear" the pollution but in turn produce an "angry" biters (new name for our basic class of enemies). After certain period of time, all the angry biters from the local neighborhood are sent together to the closest local optimal pollution source to destroy everything that they find there. This follows a simple logic: you destroy their environment - they get angry - they attack you / your machines. For now there is no way to deal with the pollution in the "peaceful" way, but there will be in the future. You can imagine pollution clearing machines or even making pacts with enemies to tolerate pollution in exchange for providing them with supply of resources. Anyway this changes the game significantly. It is not enough to fortify the labs / radars now. You need to protect your whole factory / keep checking the pollution levels and examine from which direction the attack will come (the pollution is visible on the map after pressing the alt key). For Albert (our graphic) the release has been especially challenging because after months of working on machine design he had to completely shift his style and model the enemy units and structures. The result are three new biters and three worms taking up a lot of MBs in the package:) Last week Albert spent with the most difficult structure - the enemy spawner. In the end we didn't put it into the release, because it still needs to be tweaked and better integrated, but it is definitely coming in one of the following bugfix releases. Apart from that Albert also spent some time preparing a new set of selection boxes and arrows. He was correct that the old ones "were hurting the eyes". You can check an example of new boxes in the screenshot below (personally I am really fond of them, that is why I share them here). Since the release is rather big we have spent the last week mostly by fixing bugs and solving small remaining issues. AI behaviors are especially tricky to test because they are often not exact or easily reproducible. The final count of solved issues in the 0.7.0 has stopped at symbolic 111. Couple of them done at the very last moment:) After this sprint we will now take some rest over the weekend and start preparing the plans for the next update. Next month will be especially interesting because we will start actively preparing for the Steam greenlight campaign. This will require further graphical polishing in the game (namely player animation) and most importantly a new trailer. We already have couple of ideas and for sure we will discuss them with the community on the forums. And finally the fun fact. During release compilation on our Linux virtual machine we got an error: "Virtual memory exhaust, cannot allocate more memory". Factorio code is getting really big. So there is no Linux build until we fix this:| Well that would be it for now. The 0.7.0 release is actually out already, you can read more details on our forum . It is still experimental and it will probably take some time before it stabilizes, but if you don't mind the bugs then go ahead and give it a spin.
Hi guys, we are still busy working on the 0.7 update, but in the meantime here is a little news on our youtube channel: We have had a youtube channel for a while. You can have a look. However there hasn't been that much activity. Actually main reason for that is rather funny. The account was connected with my personal email address. After a while we figured out it would be useful to use some common email address so the other members of the team can manipulate the channel as well. It turned out that it was not possible to change the email or even migrate the videos to a different channel. So we were sort of stuck with a channel with quite some content already, but one that couldn't be used in a longterm. However recently the situation has changed. Youtube has allowed connecting the account to a Google+ page which can be administred by multiple people. So effectively we got what we wanted - our youtube channel with the original content, that can be controlled by different people on the team. This is a new motivation for us to produce videos now and then. We have started by making a new video about one of the scenario pack campaigns - the Tight spot. Have a look at the video and let us know what you think;)
Hello there, not much has been happening in the past two weeks or so in the Factorio land. We took the time to go for vacation and recharge our energy after months of work. But now we are back. The work on the 0.7 release is in the full speed. This release will be mainly aimed at improving the combat and the enemies behavior. Apart from doing regular developer work we will also soon start the preparations for the Steam Greenlight campaign. We plan to begin the campaign in the matter of weeks. The biggest challenge will probably be making a new trailer. The old one is rather obsolete by now. Once the trailer is ready we will also do some more marketing trying to raise awareness about Factorio at gaming blogs. Interesting things ahead. Stay tuned.
Hello everyone, Factorio 0.6.4 release has just been marked stable! Following our usual release procedure the 0.6 release has been around for a while. Users from the forum helped us to find the most annoying bugs and now the release is considered "serious bugs free". The release has been packed with features and new stuff. Here are the most significant gameplay improvements: The world map (and a minimap). These allows for a much better orientation in the world. The steel furnace (faster) and the electric furnace (requires no coal). Smelting resources is one of the basic tasks in the factory and these new furnaces provide interesting alternatives to using brute-force approach of many stone furnaces. Logistic robots can suplly the player directly. In the later stages of the game the player can focus more on managing and extending the factory and not running around collecting the created items. Modules and beacons. It is now possible to influence machine properties (speed, productivity, energy efficiency) with inserting module items. This way the assembling machines in the production bottleneck can be sped up without extending the production line. Improved terrain generator. The trees now follow the same fractal terrain generation as the terrain. This makes them look more realistic. Apart from the features we have focused a lot of energy on speed improvements as well. With larger factories the players often experienced slowdowns because too many objects have to be updated every tick. We have made optimizations to the way items move along the belts. These were the biggest "performance eaters" (there are often tons of items on the belts in the factory) so this helped quite a lot for the big factories. We also optimised the way graphical rendering works. This is mostly notable on the Windows operating system (our graphical library uses a different backend - d3d on the windows compared to the linux / mac - openGL). Another major improvement has been made to the core loop of the game. The graphical rendering can now run parallel to the game update using different threads. This can take advantage of at most two threads. And finally the render preparation phase (collecting the sprites to be rendered) has been parallelised as well. This can take advantage of multiple threads, we empirically tested that the best results are shown for 4 or 5 threads (given that there are enough cores for these threads to run on). Last but not least our artist has also done a lot of work. There is a new terrain and plenty of objects have new graphics (labs, car, chests, logistic robots, etc.). The game is less contrastive compared to early versions with RGB colors, on the other hand it is also more aesthetically pleasing now. As usual you can find the full changelog of the changes at our forum in the news section . The changelog is now available also directly in the game in the "About" dialog. As mentioned before, the work on 0.7 is in the full speed now together with preparations for the Steam Greenlight campaign. So stay tuned for more news.
Hi everyone, we have updated the game preview page on our website. There is now a set of brand new screenshots from the game. These were taken in Factorio 0.6.x, the current experimental release. The old screenshots were more than half a year old and they were really obsolete. A lot of graphic placeholders has been replaced since then and many new assets were added. There is still a long way to go. However the artistic direction of Factorio has more or less stabilised and we now know where we are heading. Probably the biggest change that strikes the eye are the new color tones of the terrain. The terrain now looks more uniform and smooth, though it is still not a final version. Our artist is experimenting with new terrain meshes and variations. On top of that there will be a set of various objects (doodads) to make the environment more variable and interesting to explore. Things like wrecks of space ships, remnants of dead creatures, ruins left behind by the native civilization, different fauna, etc. Apart from the new screenshots there is an update of the theme pictures as well. Now there is a collection of 1 + 5 theme pictures capturing some essential concepts from Factorio. These are available as wallpapers for Furnace Attendant or higher member tiers.
Hello, here is another update on progress in delivering perks from the alpha preorder. The game development itself is going along quite well. The updates are coming out more or less once a month. This gives the people who have bought the alpha access a sneak peek at the Factorio evolution in progress. Some time ago we have also introduced the first version of the scenario pack. The forum community helped us to tweak the bugs and balance the missions. The result are three mini campaigns that provide various factory-building challenges to the player: Tight spot - Little space, limited resources and fixed amount of time. Buy land and machines and sell your final product. Transport Belt Maddness - So many chests and such a small island. Can you connect the chests without your head spinning? Supply challenge - Six hungry chests that change their taste often. Is your production flexible enough? These missions are the first batch and there will be more coming in the future. The scenario pack is available to the Furnace Attendant tier or higher. Another update in the same tier is a new Factorio wallpaper displaying the Assembling machine in the night. The Mining Drill Operator tier has been updated as well. For a while there has been an option to put your name in the game. Quite a few people already did this and now there are train stations named after them in Factorio. As of 0.6.0 the name generator will be used for Labs as well. Another update for this tier is the first version of the Concept Art book that is available for download now. As mentioned before this is some very early Factorio concept art and the book will definitely be updated as the game development progresses. Last update regards the access to our internal art wiki. The Mining Drill Operator members (or higher) from now on can observe the evolution of the in-game graphics via a read-only access to the wiki. There are plenty of sketches, inspirational photos and different variants of the game objects. The wiki is hosted on the google pages, therefore the google login is necessary. For now the invitations will be send on request. That means if you are a Mining Drill Operator member (or higher) then send us an email with your login name and we will send you an invite. This process will be automated in the future:D Here comes just a tiny recent preview of things you can see there: the evolution of new electric furnace model.
Hello guys, Factorio 0.5.2 release has just been marked stable! The 0.5.0 has been released more than two weeks ago however it took a while to stabilize. We listened to our users and fixed loads of annoying bugs. The biggest thing in the release was probably the visual update. Factorio finally got a decent looking gui and menus. Though many people claim that they don't care about the (gui) visuals we think this is really important. The broader audience often judges the game already by looking at the first menu screen. And the old looks were not really helping there. As part of the gui update we tweaked some UIs - for instance the recipe gui now contains the tabs for different categories. This allows for easier navigation in the growing list of available recipes. Apart from the gui the visuals of quite a few entities were updated. There are still a lot of patches and inconsistencies in the game, however we are slowly improving the arts and (hopefully) preparing the game for wider audience. There is a new boiler, steam engine, pump, pipes, mining drills, locomotive, splitters, lamps and radar. The next target for visual face lift is the terrain=) Another important (yet technical) improvement is the new auto updater. This allows the players who have purchased the alpha version of the game to receive new versions automatically when they are released. The game connects to the server on the startup and after login / password authorization, checks for updates. This feature can be switched off if the user wishes so. When automatic updates are switched off Factorio will not try to establish any connection over the network. We respect users privacy. Factorio has no DRM protection mechanisms. The point of auto updater is to make the life of people who bought the game easier by removing the hassle of downloading and reinstalling the game when new version is released. As usual the release contains tons of little improvements. You can find the full changelogs on our forums in the news section . We have also recorded a video about the major changes in 0.5.x. You can check it out at our youtube channel. Stay tuned - there will be more Factory news coming in the summer.
Hi everyone, one of our indiegogo contributors works in the library in Prague and he asked us to make a presentation about Factorio in there. We said yes. The presentation will take place this Thursday (23rd of May) at 18:00 in the Suchdol Library in Prague. The entry is free. The details are on the web of the library. There you can also find the directions. The presentation will most probably be held in the Czech language. We will be talking about how the Factorio development started, what we went through before the indiegogo, what is it like to do a fund raising campaign, what are we doing now, etc. There will be a lot of room for discussion as well. Depending on the interest among participants we might move to a nearby bar afterwards. If you are from the Prague or vicinity and are interested in some backstage information about Factorio development then you are more then welcome to join us on Thursday.
Hello guys, Factorio 0.4.1 has just been released! This is a bugfix release to the 0.4.0 update that has been made on Friday. The 0.4.0 has been tested by the guys at the forum and in 0.4.1 we provide bugfixes to the things they found. Let's have a look at the biggest changes introduced in the 0.4.0 and 0.4.1. The main theme has been the trains. Connected rolling stocks form a train. The trains can be assigned schedules of stations to visit. In the station the train can be loaded / unloaded an refueled. There are also semaphores to guide trains in the railway network. Apart from this we have also fixed some bugs in how railroads and rolling stocks work. Further information about how railway transportation works is available at our wiki. Apart from the trains we have added quite some functionality to the electricity. There are three new elements for energy distribution: the medium electric pole, the big electric pole and the substation. They all have different properties and are appropriate for different situations. Also there is the long awaited accumulator. Now finally even in night the factories can be protected from the alliens by the laser turrets. We have invested a lot of time into the tuning the determinism. The game is now (almost) fully deterministic. This is a necessary first step towards the multiplayer. Players can see our effort in action already in the replay functionality. Because of the determinism limitations the replaying functionality works only on the games that has been played within the same version with the same sets of mods all the time (and started in 0.4.1). As usual the release contains a lot of fixes and extensions in the scripting. As a result some of the 0.3.x version of the mods (especially those using a lot of scripting functionality) might cause errors with the new version. This can be repaired by using updated mods (when that happens). As before, the new version is compatible with all the previous saves. We really don't want the players to lose the games they have spent so much time with. After the long time of waiting we have added more Linux support. Next to the .deb package there is now a generic .tar package available for download. This is aimed at the more experienced users who will be able to deal with the dependencies themselves. That was longer than expected. The release details are available as usual on our forums. Time to go for a run to clear the head:)