Launch party cancelled Jitka The COVID pandemic around the globe is making it really hard to plan any event these days, and we were pretty optimistic just a few weeks back. However the situation here is now changing for the worse it seems. The number of positively tested cases of COVID here in Czech has been increasing in relatively high numbers every day for the past two weeks, and the restrictions are again taking place. In Prague, face masks are required to be worn again where more than 100 people gather indoors, no events over 500 people are permitted as of last week, etc. The current uncertainty together with the fact that at least half of the invited guests will not be able to attend the party (including some members of our own team), have led us into making a tough decision: we have decided to cancel the Factorio 1.0 release party we were intending to throw on 4th September 2020. For those of you who already purchased a ticket(s) - the full ticket price will be refunded. We hope there will be another opportunity to meet you all in the foreseeable future, but for now, please accept our apologies for any inconveniences caused. This wasn't an easy decision for us to make, but we believe it is the right one.
He who does nothing, breaks nothing posila In the recent patch notes, there was a line "Fixed landfill spawning under player when building landfill elsewhere. More" and some people on Reddit were wondering how did this bug happen in the first place, and asked for the long version and even suggested we could even use it for Friday Facts, and I thought: "Yeah, if I am going to spend time writing this, we should consider using it in FFF so someone else doesn't have to spend time writing something else." ... but I am going to stretch it out. The landfill bug reported after the release of 0.18.21. Disclaimer: I have not been around during the ancient parts of this story (speaking of which, it's my 5 year anniversary at Wube, yay!), and changes I have been around for, or even done myself, I might not remember correctly. So this might not be accurate. In fact, let's say the story is purely fictional and any resemblance to real world events and people is just a coincidence.
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.
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.
The boring phase of bug-fixing is still going, slowly but surely. Stable should be released next week, but with some people on vacation (Ben, Jitka, kovarex, Klonan, Sanqui) and with the release of WoW Classic, it might get slowed down a bit. (By the way, some of us will be playing on Pyrewood Village, Alliance, so if you want to have the chance of meeting Twinsen, kovarex or dominik while leveling, you can join that server). So since there's not much happening, this week we decided to explore some unpopular or controversial opinions about the game from within the team. In Wube we don't have a very strict management structure, everyone is free to have ideas and opinions about almost all aspects of the game. This means that with almost every change we argue and discuss a lot before making a final decision. Sometimes we argue about everything, from the smallest GUI change, to how a major feature should work. This is probably not a bad thing since this means changes are usually well thought out and unpopular ideas or changes don't make it to the game very often. Some people feel quite strongly about their opinions or sometimes the team is very divided on what should we do. Today we'll share some of those opinions and controversies. Keep in mind that these are simply opinions and none of them will actually make it into the game, we are simply sharing them to have an interesting discussion.
Hello, We are down to 28 bugs on the forum. The last bugs are often the ones we have been putting off for a reason, they generally require some more meaningful changes and decisions. That is why this week we have a lot to discuss.
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.
For a few frames more Previously on Factorio Friday Facts (#264): "No wonder, scenes heavy on smoke or trees can tank FPS, especially in 4K. Maybe we should do something about that..."
Hello, it is me, posila, with another technical article. Sorry.