Hello, It is a busy time fixing bugs and cleaning up after the Space Age release.
IntroductionAlbert Making a new world in Factorio is relatively "easy", just create a new set of tilesets for the ground, add some new models of trees, create a bunch of new decoratives, some decals (optional), a new skin for the cliffs (optional), and bam! you get a new planet. Well, to be fair, you also have to play with the terrain generation noise and autoplace algorithms, experiment with proper LUT's, and adding some new shader won't hurt either if you want to succeed. The problem of making it from this simplistic perspective, is the danger of falling into a superficial automatism. So probably all your planets will end up looking the same with just different colours. Gleba is the one planet that has all the things needed to make a new Nauvis-like planet in Factorio, but it is still different on many other levels. What makes Gleba very special, at least to me, is how we twisted the core-concept of the planet and pushed the necessary elements in a specific way to make it more unique. Before having its final name, Gleba was internally called "biological planet", and an obvious direction for that would be a planet looking like a jungle. This would be fine for a new biome in Nauvis, but for an exotic planet, never explored, and full of life (more than ever), this time we needed something more alien looking. With not too many clichés in it, extravagant, and if possible playing with new colour palettes. Ah! But also with some link to the reality of Nauvis. And it needs to look very different from Nauvis. Ufff, Okay!. So we started to think about the microcosmos of the world of lichen, fungi and algaes under the sea. Something that exists in our reality, which it's believable already, but it has all the requirements mentioned above. In this video we made the effort of showing what exactly we have in mind for the look and feel of Gleba. The planet is still work in progress. But we better show it now because we will need to keep showing elements of Gleba in future posts. The map was handmade, but with a realistic vision of the autoplace algorithm and the map generation. The "trees" used are concept art used as placeholders. The cliffs are also placeholders, some tilesets will get tweaked to integrate them better. Some doodads will be added and modified. Colour grading is less or more missing, and the rain shader on the foreground will be tweaked. For a planet full of life (more than ever!), now it looks very static, but we are planning on adding some more animated "things" to really bring some life to the experience. And overall, we are avoiding to show, on purpose, the red area of the planet (look at the map during the last frames of the video) that one is too early to show. This video would be 55% worse (or more) if Petr wouldn't have composed and recorded this soundtrack for Gleba. You do remember our dear Petr, right? from the FFF#406 Space age music. The track is not exactly as it will sound during the game, now he is finishing some remixes of the tracks to make them flow perfectly fine for the gameplay requirements. Now our usual galactic tour operator will guide us through the sophisticated nuances of the nature of the biomes and habitats of Gleba.
It was November of 2021 when we started conversations with Petr Wajsar, a very talented Czech music composer, to create the soundtrack for the Factorio expansion. Since then we have been working together on the soundtrack of Factorio Space Age. Conceptualising and finding solutions to our not small amount of problems, and filling the expansion with quality music, specially designed for the best possible Factorio experience. Petr is a very special musician, because besides being a proven master of electronic music, his education and experience in the conservatory makes him capable of composing music using the full range of a classic orchestra. His modern style of going to more experimental solutions, makes him very flexible at creating the score of the Factorio Space Age expansion.
Hello, another year has come and gone. We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about. Trust me we really want to tell you about it, and in time we will. There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now, the information would quickly become outdated and inaccurate. For now, we can offer this Christmas postcard Albert has made, which has a sneak peek of some new item icons. As well, we do have some other topics we can discuss.
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.
2020 Vision Albert, Klonan 2020 is going to be quite an exciting year for us. We have our 1.0 date set to the 25th of September, and there is a lot of preparation to do. It is no doubt to any of us that we would not be able to have any success without the great community that has developed for the game over the last years, and the support of all our players and fans. As is almost tradition, Albert has prepared a commemorative postcard/wallpaper to celebrate the last FFF of the year. Click to view full resolution Here's to a great year to come!
Hello, The year is wrapping up, and we have been hard at work finishing off some topics before we take our Christmas break. As you can imagine, releasing any new version of the game without a few weeks to do bugfixing wouldn't be wise, so you can rest easy this holiday period without the worry of a surprise 0.18 release.
Factorio logo patches Jitka We would like to introduce our new fabric Factorio logo patches, which are now available at our e-shop. These sew-on embroidered patches are ideal for clothing, hats, backpacks, etc. The dimensions are 2.5 x 12 cm. As we are uncertain how large the demand for these patches is going to be, we have only limited stock available at the moment. Please note that our online store ships only once a week every Wednesday, and it is highly possible that the orders placed now will not be delivered before the 25th or December, this applies especially for orders shipped outside of Europe.
Water animation - Concept Albert Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs, trees, decals, and constantly improving the map generation for a better feeling. But apart from biters and the factory, nothing else moves in this Factorio planet. So the environment is nice looking but it feels somehow unreal due this lack of motion. Today we proudly present the first experiment in this area: Animated water. This animation doesn't try to grab your attention, it's just there. Slowly moving. I personally bet that this animation, with the proper sound design, will provide the natural feeling that the planet needs.