Factorioは無限に広がる2D世界に自動化された工場を建設し、次第に複雑になる様々なアイテムを製造するゲームです――想像力を駆使して工場をデザインしましょう。単純な要素を組みあわせ、精巧なラインを作りましょう。そしてあなたを敵視する生物から工場を守りましょう。
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最近:
圧倒的に好評 (948 件のレビュー) - 直近 30 日間のユーザーレビュー 948 件中 97% が好評です。
総合:
圧倒的に好評 (18,404 件のレビュー) - このゲームのユーザーレビュー 18,404 件中 98% が好評です
リリース日: 2016年2月25日

このアイテムをウィッシュリストへの追加、フォロー、興味なしとチェックするには、サインインしてください。

早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは不完全であり、これから変わることも、変わらないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“私たちは4年以上にわたってFactorioの開発を続けています。 ゲームは非常に安定しており、長期間のゲームプレイや巨大な工場にも高く最適化されています。 私たちのウェブサイト上でのFactorioの販売数は11万本を超えており、より広く意見を聞くのによい時期だと考えています。”

このゲームは大体どのくらいの期間早期アクセスですか?

“私たちのリリース計画は進行を続けており、定期的に新しい要素やコンテンツを追加しています。 ゲームが完成した暁にはフルバージョンをリリースする予定です。現状の予測では、8~12ヶ月後と見込んでいます。”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“フルバージョンでは、洗練されたGUI、マルチプレイヤーマッチングサーバ、プレイヤー・サーバー両面でのMODの調整、その他多くの最終調整を行い、コア・ゲームプレイへさらなる要素の追加を考えています。”

早期アクセスバージョンの現状はどうなっていますか?

“このゲームには魅力的なメカニクスや要素にあふれた、強力なコンテンツ基盤があります。 マルチプレイヤーモードや献身的なMODコミュニティのおかげで、多くのプレイヤーが何百時間プレイしても飽きがこないという声を寄せています。”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

“アーリーアクセス終了後に、価格を上げる可能性があります。”

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“コミュニティは開発プロセスの重要な一部です。
私たちは計画したすべての要素を事前にアナウンスします。この期間の内にコミュニティから意見やコメントを受け、プレイヤーのもつ様々な視点を取り入れた議論を行います。

コミュニティから出されたアイデアが開発に取り入れられることも多くあります。私たちは個々のプレイヤーがもつ意見を重視しています。”
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7月21日

Friday Facts #200 - Plans for 0.16


Hello,
I can't believe that we have been able to produce a post every Friday for 200 weeks without missing a single one. To be honest I'm not sure if this isn't the right time to pause for a while, to avoid being this kind of show that gets worse and worse over time until it is so bad that you want to take your intestines and strangle yourself with them. But people in the office convinced me with arguments like "FFF is the only good thing we have", so we probably have to continue for a little longer.

0.16 plan
Our 0.16 trello card list is long, probably too long, it contains 80 cards. Many of them have a similar history as this one:



The main reason of showing this is, that that it is almost certain, that some of these tasks will be pushed again to next version, or away completely. It depends how fast will the work on the more important things progress.

The bigger things are:
  • Artillery train
  • GUI/UX improvements
  • Mod portal improvement (rewrite)
  • Map generation improvement (related to the updated high res terrains and decoratives)
Then there are optimisations, we want to tackle mainly these:
  • Train pathfinding and collision checking optimisations
  • Additional smoke related optimisations
  • Lamp related optimisations
  • Item stack optimisation
  • Optimisation of electric network update logic
  • Optimisation of logistic robot movement
  • Group multiple item icons to one sprite in order to optimize rendering of saturated belts
There are overall tweaks planned like:
  • Find a way to show connected walls + pipes in a blueprint
  • Confirm blueprint deletion
  • Fluid squashing in pipes
  • Map interaction improvements
And there are these semi-bugs or small things like:
  • Train block its own path with chain signals
  • Make programmable speaker 'Global playback' only apply for people on that force
  • Electric network UI weird with lots of accumulators.
Lets hope we can finish at least half of the stuff we plan for 0.16.

Map generation
The current terrain generation tends to make a world that looks the same everywhere.With the goal of making exploration more rewarding we've been working on a branch called "mapgen-fixes",which introduces some new biomes, new decoratives, and changes to the way things are distributed.I've been tasked with fixing up the obviously screwy parts(next on the to-do list is to deal with an overabundance of biters)so that this can finally get merged to master and others can start testing and giving their feedback.

On the one hand this kind of work is fun because you have a bit of artistic freedom.There is no 'right answer' to what the Factorio world should look like,so I can play with settings and try to create a result that I think is interesting.On the other hand, not having a 'right answer' means you can't just write a unit test to tell if your job is done.I needed a way to look at results from the map generator and compare changes across versions that would be more efficient and easier to automate than loading up the entire game and poking around in the map editor, waiting for chunks to load,and then trying to remember what it looked like before and asking myself if this is better or worse. So I created a map preview generator.

Map Preview Generator
In the interest of being able to compare against maps generated with the current versions of Factorio,I got the map preview generator merged early. In fact it's already available on 0.15;you can use it from the command-line like so (adjust path to Factorio binary as needed):
bin/x64/factorio --generate-map-preview=output-name.png --map-gen-seed=1230 --map-preview-scale=4



The above map is 900x900 pixels and has a resolution of 4 meters per pixel, so is 3.6km on a side.To give some sense of scale, a medium-sized factory with mining outposts could easily extend to the edge,but to cover the entire area would be rather impressive.

If you make a very zoomed-out map (scale=32 is the maximum supported for 0.15.x)you may notice that it takes a long time to generate the preview.On 0.16 this will have been taken care of by refactoring the terrain generation system to operate at arbitrary scales instead of always generating 32x32-tile chunks.To understand why this works, you need to understand that map generation is done in 2 phases:
  • Calculating the value of several variables (elevation, temperature, humidity, and a few others) for every point on the map. This is done by sampling a coherent noise function (whose basis is similar but not identical to Perlin noise). The value at each point can be calculated solely based on the point's coordinates and the map seed, making this part 'embarassingly parallelizable' and easy to do at any scale (and with a bit of further refactoring, by arbitrary transformations of the inputs).
  • One chunk at a time, 'correcting' the results of the first step, making sure entities don't overlap, replacing combinations of tiles that we don't have good transition graphics for, etc. This is where we enforce that the only thing that can be adjacent to water is grass, because that's the only transition we have graphics for (which happens to be something the art guys are working to rectify).
For the sake of making the map preview generator fast and simple,only the first step is done.This is a good enough approximation for my purposes,though if you look closely you may notice that shorelines are off by a tile or two in some places.

Programmable Noise
One of the things that I disliked about how Factorio's map generation works even before I was hired to improve it, was that once you've expanded your base to a certain size,exploration of the map ceases to be interesting.At an extreme scale this uniformity is exceedingly obvious,but it is also apparent at realistic factory scales.There are no especially large lakes to work your way around,and different parts of the map don't really have any unique character.

Take for instance this super zoomed-out map (32 tiles per pixel):



In part, this is due to the underlying noise functions we use not being very flexible.The function to calculate elevation, for example,is defined by a very small number of variables, including seed,number of octaves,and persistence.Persistence itself is varied over the map so that in some areas you get smooth coastlines and in others very noisy ones.This simple specification does a pretty good job of generating random-looking worlds,but it doesn't give as much control as I would like in order to make different parts of the world look different.

In order to efficiently calculate terrain,a lot of the low-level code is dedicated to caching noise values and vectorizing calculations on them.This is great, but means the high-level logic for how noise is generated is rather buried in a lot of implementation details,and is therefore difficult to reason about and even harder to change.But abstractly, the noise function is just a functional program that adds and multiplies values from the basis function (at different scales) together.In order to make this logic more obvious I've created an assembly-like language for specifying the steps to produce noise.e.g. Take basis noise at a certain scale, divide it by persistence, add in basis noise at another scale, and so on.This approach is super flexible, but the assembly language is not very nice to read or write.A longer-term solution will be to allow building noise functions from Lua code,which will have the side-effect of making the system hackable by modders.

Abstracting high-level aspects of terrain generation out of the C++ code opens up a lot of possibilities.Some ideas:
  • Larger scale features that are modulated by distance so that the starting area remains relatively flat and predictable, but you find seas and larger continents far away.
  • 'Ridge' some large-scale noise to produce linear features like mountain ranges or rivers.
  • Altering the input to some noise layers with the output of another noise function. This can warp landforms in a way that looks a bit like the result of plate tectonics.
Related to this, we are also working to make the world seem a bit less flat, but that is probably better left for another FFF.

As always, leave us any feedback or comments over on our forum

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7月14日

Friday Facts #199 - The story of tile transitions

Hello, version 0.15.30 was released today, and we consider it to be our first 0.15 stable version candidate, as long as no other big bugs appear, we will have 0.15 stable in a week.As the teasing never ends, it is time to show some ongoing work on 0.16 already.

Transport belt optimisations
The transport belt optimisations explained in FFF #176 are now merged in our 0.16 developer branch. I tested it on a megabase factory and the improvement was quite noticeable. The UPS of the whole factory was increased from 25 to 38, the belt update itself runs 5 times faster now. I hope that we can make the game run 2 times faster again before 0.16 is out :)

Water - land transition study
There is a basic problem with the way grass and water terrain interact in Factorio.

The first one is related to the fact that the transition is on the tile of the grass. This means that the whole transition is considered to be a grass tile, which leads to weird looking things like this:

The solution is quite simple, we will just define that the transition is drawn on the water tile instead, something like this:

It will make structures like this impossible:

as the minimum width of one tile of land will make this shape:

This is simple so far, but it creates new problem, as suddenly we need to solve situations like this:

it looks like this in 0.15:

but in next version, we would need to have graphics like this:

Note, that this is just one combination, we would need all the other shapes like "O", "U", "L", and mainly the graphics of the transition suddenly wouldn't have the space of the whole tile, as a possible transition to another terrain can be on the other side.
The solution of the problem is being investigated now by making some graphical experiments, but the possible solutions we see now is:
  • Just make the transition smaller to make it work.
  • Make 2-3 layers of the transition, so they can be combined together nicely.
  • Use our 'tile correction logic' that we hate so much, which would just make this configuration impossible to exist.

The second part of the interview
As some people requested it, we made subtitles of the second part of the interview with me. It is more focused on the technical part of Factorio which might not be entertaining for so many people, but some might still find it interesting.


As always, let us know if you have any thoughts or feedback on our Forum.

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このゲームについて

Factorio は工場を作り、維持するゲームです。

資源を集め、技術を研究し、施設を建て、生産を自動化し、敵と戦いましょう。

木の伐採も、鉱石の採掘も、ロボットアームやベルトコンベアを作るのも、最初は自分の手で行います。しかしすぐに、広大なソーラーパネルや、石油の精製分解施設、自動生産施設を備え、建築や物流にロボットを駆使する巨大な産業プラントを作るでしょう。

そのような惑星資源の搾取を、原住生物は見逃しません。あなたの作った機械の王国は、自分の手で守らなければなりません。

マルチプレイヤーゲームで他のプレイヤーと協力し、友人と分担して巨大な工場をつくりあげましょう。

MODを導入すれば、さらに楽しさは広がります。ちょっとした調整やヘルパーツールから、ゲーム全体を刷新するものまで、Factorioは最初期からMODをサポートしており、世界中のクリエイターから魅力的で革新的なものが寄せられています。
ゲームはフリープレイを主体としていますが、様々な面白いチャレンジを収録したシナリオパックもあります。これは無料DLCとして入手できます。

もし面白そうなマップやシナリオが見つからなくても、インゲームマップエディタを使って自分で作ることができます。地物や敵を設置し、地形を望むままに書き換えましょう。望むならば自分でカスタムスクリプトを書くこともできます。

安売りはしません: 私たちは予見可能な将来において、セールや値下げを行う考えはありません。

プレイヤーの声


  • No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit

  • I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang

  • Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube

システム要件

Windows
Mac OS X
SteamOS + Linux
    最低:
    • OS: Windows 10, 8, 7, Vista, XP. (64 Bit)
    • プロセッサー: Dual core 1.5Ghz
    • メモリー: 4 GB RAM
    • グラフィック: 512MB Video Memory
    • ストレージ: 1 GB 利用可能
    • 追記事項: Low sprite resolution and Low VRAM usage
    推奨:
    • OS: Windows 10, 8, 7 (64 Bit)
    • プロセッサー: Quad core 2.5Ghz
    • メモリー: 8 GB RAM
    • グラフィック: 2GB Video memory
    • ストレージ: 1 GB 利用可能
    最低:
    • OS: macOS Sierra, OSX El Capitan, Yosemite, Mavericks, Mountain Lion, Lion
    • プロセッサー: Dual core 1.5Ghz
    • メモリー: 4 GB RAM
    • グラフィック: 512MB Video Memory
    • ストレージ: 1 GB 利用可能
    • 追記事項: Low sprite resolution and Low VRAM usage
    推奨:
    • OS: macOS Sierra, OSX El Capitan, Yosemite, Mavericks, Mountain Lion, Lion
    • プロセッサー: Quad core 2.5Ghz
    • メモリー: 8 GB RAM
    • グラフィック: 2GB Video memory
    • ストレージ: 1 GB 利用可能
    最低:
    • OS: Linux (tarball installation)
    • プロセッサー: Dual core 1.5Ghz
    • メモリー: 4 GB RAM
    • グラフィック: 512MB Video Memory
    • ストレージ: 1 GB 利用可能
    • 追記事項: Low sprite resolution and Low VRAM usage
    推奨:
    • OS: Linux (tarball installation)
    • プロセッサー: Quad core 2.5Ghz
    • メモリー: 8 GB RAM
    • グラフィック: 2GB Video memory
    • ストレージ: 1 GB 利用可能
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