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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リリース日:
2016年2月25日
開発元:
パブリッシャー:

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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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9月22日

Friday Facts #209 - Optimisation is a way of life

I need to make a confession.

I'm addicted.
Addicted to optimisation.
I earned some money by the game ... you know .. I could just .. I don't know .. play games and ... have some leisure time, but do you know what would be the problem? I would have to think about some Factorio optimisations I wanted to do anyway.

When I go to bed in the evening, I think about cache locality and data structures. I dream about ways to reorganize structures to minimize the amount of data needed to be read to perform Factorio logic. When I walk in the park, i visualize the tricks that could be done to decrease data and logic dependencies. This usually only stops when I see how many bugs need to be fixed after release when lot of changes are done.

Electric network optimisation
The electric network optimisation for 0.16 was simple in principle. We currently have one continuous buffer of electric connector data stored in the electric network. It needs to be iterated twice (first for calculation, second for power distribution).



The change was to categorize energy connector data by the prototype:



It adds another layer of indirection when something needs to be added/removed from the network, but that happens quite rarely. The advantage is, that all the prototype specific values, like inputFlowLimit, outputFlowLimit etc. can be accessed once at the beginning of the processing of one category, which (together with other size squishing), results in a much smaller memory layout, which results in faster iteration of the algorithm.

The conclusion is that electric network transfers are more than twice as fast compared to 0.15.

Smoke optimisation
Smoke already had the first iteration of optimisation 125 weeks ago. But Factorio is many times faster since than, so smoke started to appear in our profiling again.

The problem was that even creating the smoke object and registering it on the map was slowing the game down. The plan was to make something we internally call TrivialSmoke. The Trivial smoke data size is 32 bytes which is quite small compared to the previous "smoke as entity" size of 256 bytes. It contains only the most basic data squashed as much as possible, and it is stored in a continuous piece of memory on the chunk it was created.



As the updates happen in regular intervals (120 ticks), it is always guaranteed, that the smokes to be updated this tick are at the beginning of the buffer, I don't have to check the rest. The same buffer is used for update and for render, so these objects don't need any other references to it.

It is similar to the Chunk update planner mentioned in fff-161, just flattened.
The result is, as expected, that the smoke creation/update/removal times were significantly reduced.

The logistic bots dilemma
The dilemma is, whether to use similar approach to the logistic bots as for the smoke. This would mean that logistic bots would be created/updated/removed very fast and their memory footprint would decrease a lot, but they wouldn't be regular entities any more. They couldn't be mined (which could be for the better actually), couldn't be attacked or damaged by anything (which again, would be welcomed by some players). I'm quite sure that it shouldn't apply for the construction robots, as they are more related to the fighting part of the game, but logistic robots aren't.

The dilemma is, whether changing the game rules like this just for optimisation isn't going too far.

Running total
I benchmarked a huge save of Vaclav (https://imgur.com/a/qDDs1), and it can already run 2.4 times faster in 0.16 compared to 0.15 so we met our "2 times faster release" quota,
but I'm afraid that this won't stop the addiction.

Stone path update
Almost all of the terrain has been updated for 0.16, which includes the high-res update of it. We will certainly cover the terrain/trees/decals improvements in future FFF. Here I would like to present the new version of the stone path terrain made by Ernestas. It is inspired (as many things in Factorio) by the eastern style of pavements, and I'm starting to be a fan of his work.



As always, let us know your thoughts, ideas and feedback on our forum.


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9月15日

Friday Facts #208 - Tips and tricks improvement

Hello, it's another Friday, so time for another Friday Facts.

Lets try to unify the crafting categories
As we were discussing the GUI/UX rewrite (which is going to be covered in detail in future FFF), we came across the crafting categories implementation. We have 4 in base game, but with few mods, it can go up to 20+ which is quite hard to manage in a GUI that is still practical and looks nice.

Making its own sub-category for transport belts and putting them there is (probably) fine, but if it is done this way (5dim code), it only moves the vanilla transports belts there. but if some other mod adds transport belts, they will still stay in the old category, making it all messy.

data.raw.item["transport-belt"].subgroup = "transport-belt" data.raw.item["transport-belt"].order = "a" data.raw.item["fast-transport-belt"].subgroup = "transport-belt" data.raw.item["fast-transport-belt"].order = "b" data.raw.item["express-transport-belt"].subgroup = "transport-belt" data.raw.item["express-transport-belt"].order = "c"

This is a typical situation, where the fact that our data definition is done in a scripting language can be taken advantage of. We can just replace the previous code by more generic variant.

for index, recipe in pairs(data.raw.recipe) do -- Assuming the name of the entity is the same as name of the recipe, it could be solved more precisely if data.raw["transport-belt"][recipe.name] then recipe.subgroup = "transport-belt" end end

The code goes through all the recipes and whenever its result is a transport belt, it is moved to the correct category. This way, all the possible other transport belts added by other mods will go there and my change of categories doesn't actually make more problems than it solves. This is a shoutout to the mod devs so they try to be reasonable with the crafting categories, so it doesn't happen that often that <something>-1, <something>-2, <something>-3 is on one place, but <something>-4 is somewhere else, just because it was introduced by a different mod. Either try to keep things in their official categories as long as possible, or recategorize properly.

Tips and tricks improvement
The tips and tricks GUI is perhaps one of the greatest sources to teach players about some of the obscure convenience features we have added to the game over the years:
  • Fast replacing furnaces, inserters, assembling machines etc.
  • Copy-pasting entity information, recipes, schedules etc.
  • How to turn on detailed view (alt-mode).
  • The hotkeys for the quickbar.
  • And the rest...
It is a shame then that this GUI is rarely read by the player, and this is our fault. It is easy to see the main reasons why:
  • It is only shown at the start of a new game, when many of the tips are not relevant.
  • Once it is closed, it cannot be reopened without starting a new game.
  • Many of the tips are outdated, old, or just plain ugly.



So with this in mind, I set to correcting things as best I could. Since the tips and tricks have been in the game for a very long time, this involved moving some of the information around to make it work in multiplayer, but because they don't affect the gamestate, determinism was not a concern. After adding a hotkey to bring the tips back up, it feels very natural now to hit the hotkey on and off just to quickly check them. Another improvement I made was a button to go backwards through the tips, and to loop once you've reached the last one.

Then it comes to the visuals. The biggest flaw is that most of the images are out of date, and taken on differing terrains - many are not even the same size as the others. This not only affects the size of the GUI, but gives the unpolished feel to the whole system. The other issue is the layout of the widgets in the GUI. With an invaluable mock-up from Albert, defining the styles and arranging necessary elements wasn't too much of a struggle. So the main task now is to recapture and go over the images, and recreate them in a consistent visual style.



After freshening up the current tips, I will feel better about adding more, without the worry that "Nobody will ever read them". No doubt the GUI will still change, especially with the GUI rewrite in the works, so I wouldn't get too attached to the exact way it looks now.

End of the guide
Back in 2016 just before Steam launch, we didn't really have a good online guide for the game. We had the wiki but it was somewhat underdeveloped, and not geared towards a new player to the game. So the guide was the perfect resource for us, and it has served our newer players extremely well.

Unfortunately in the 18 months since Its introduction, a lot of the materials on the guide have become outdated. It would no doubt be a losing battle to try to keep it updated as we are continually adding and changing things in the game, so we have decided to take down the guide from public access. The wiki has received a lot of care from Gangsir and Bilka, and is a much better resource for players of all skill levels, so it is now our recommended destination.

As always, let us know what you think on our forum.
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このゲームの掲示板でバグを報告したりフィードバックを残そう

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 (64 Bit)
    • プロセッサー: Dual core 3Ghz+
    • 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 3Ghz+
    • 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 3Ghz+
    • 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 3GHz+
    • 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 3Ghz+
    • 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 3GHz+
    • 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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