Factorio is a game about building and creating automated factories to produce items of increasing complexity, within an infinite 2D world. Use your imagination to design your factory, combine simple elements into ingenious structures, and finally protect it from the creatures who don't really like you.
Recent Reviews:
Overwhelmingly Positive (4,543) - 99% of the 4,543 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (35,094) - 98% of the 35,094 user reviews for this game are positive.
Release Date:
Feb 25, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We have been working on Factorio for over 5 years. The game is very stable and is highly optimised for prolonged gameplay and creating huge factories. We have sold over 110,000 copies on our website, and we feel now is the right time to release to a wider audience.”

Approximately how long will this game be in Early Access?

“Our plans for release come as part of an ongoing process, and we are constantly adding new features and content. When we feel the game is complete we will release the full version, and our current estimate is that this will take 8-12 months.”

How is the full version planned to differ from the Early Access version?

“In the full version we hope to have a polished GUI, a multiplayer matching server, integration of mods for players and servers, and a number of other finishing touches and additions to the core gameplay.”

What is the current state of the Early Access version?

“The game has a very strong content base, rich with interesting mechanics and features. Many players report they are still having fun on their maps even after hundreds of hours of gameplay, alongside multiplayer support, and a dedicated modding community.”

Will the game be priced differently during and after Early Access?

“No, the price now is the final price.”

How are you planning on involving the Community in your development process?

“The community is a vital part of our development process. We announce any planned features far in advance so we have time to read peoples' opinions and comments, and for us to discuss the different points of view players may have. Community suggested ideas are commonly brought up in team discussions, and we value highly the input each individual player can have.”
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December 7

Friday Facts #272 - Mod GUI

a large part of the team is attending GDS, if you are in Prague and interested in Games, you are welcome to come as well.

New Manage/Install/Update mods GUI
As we were going through the main menu, improving the looks and sometimes the interaction of most of the GUIs, it was obvious the mod management needed some attention. Most of the interaction was quite unintuitive and limited, making most players prefer using the web version and managing the files manually.

Mods will be managed, installed and updated from the same GUI, the 3 operations being shown as 3 tabs. The interaction, arrangement and intuitiveness of the GUI should be vastly improved. It still won't have all the features of the online mod portal (such as discussions) but provides a very quick hassle-free way of installing and updating mods without having to deal with files.

Note these are just mockups, the in-game integration will be starting soon, and it should be done for 0.17.

The most notable changes are:
  • Only mods compatible with your game version are shown.
  • The list of visible mods can be additionally filtered by their category.
  • Mods will have a picture when browsing the mods list.
  • When updating mods, you can clearly see version numbers, browse the changelog, and choose what updates, if any, you want to skip.
As usual I wrote an internal document to be used as a reference. It's quite boring and contains the same information, just more verbose. If you really want, you can see it here.

Invariants are required
In a version of Factorio long ago we had this recurring problem with items and inventories. When an item was added or removed from some inventory it's meant to generate an event about what changed. These events are used for a multitude of different things and allow for many code simplifications and optimizations such as "turn off the inserter until a new item shows up in the chest it's taking from". It used to work like this:
  • Code to remove/add some item in some inventory
  • Some logic with those items
  • Send the event about what changed in the inventory
However as with most things - things changed. Someone would add in new logic or just forget and not send the changed event. After all - programmers are human and we make mistakes. The issue kept recurring and was incredibly hard to test for because you can't write a test for some logic which doesn't exist yet: you can't test something is correct until you've written it and if you forgot to sent the changed event you can forget to write a test that checks you didn't forget it.

The only solution I could think of to the "human problem" is to remove the human part of the problem. If we no longer needed to remember to write the code to send the event and it "just happened automatically" any time we changed items around then the problem would just go away. That invariant - that changing any item sends an event - solved the problem. However, it also taught me something: if some invariant is ever allowed to vary (aside from the obvious "an invariant that varies isn't an invariant") it's completely useless.

Invariants are amazing tools. We can write tests to enforce an invariant. Programmers don't need to think about handling things outside of the invariant because they can always say: "it should work as the invariant describes so I just don't need to handle the other cases". If the invariant is ever broken it's clearly a bug and has a clear solution.

As always, let us know what you think on our forum.
22 comments Read more

November 30

Friday Facts #271 - Fluid optimisations & GUI Style inspector

Game Developers Session 2018
GDS 2018 will be taking place next week, running from Friday 7th to Saturday 8th. This year, like last year, we are silver sponsors of the event, which means you will see some Factorio branding around the event and in their official booklet. Part of the preparation on our side was to produce a nice graphical asset for their use, which you can see below:

The image is an aesthetic composition to showcase the design and theme of the game and its elements (while not necessarily making logical sense), and also contains the first public display of our new official Wube Software logo.

About half the office team here will be attending the event, so if you are also going you might bump into us.

Fluid optimisations
We are tackling the fluid changes in 3 stages:
  • Move all the fluid logic into a separate system.
  • Merge straight sections of pipes into segments.
  • Tweak the fluid flow logic, which will not be an optimisation, but a gameplay mechanics improvement (FFF-260).
Dominik has just finished stage 1, and it has been merged into 0.17, so let me present what was changed, and how it helps. The approach is similar to what we did with transport belts (FFF-176).

One of the main things slowing down the simulation is that every entity handling fluid (pipe, assembling machine with fluid connection, refinery, mining drill with fluid connection, pump, offshore pump) has to be kept as updatable and its update needs to be called every tick just to update the flowing of the internal pipes. So mining drills/assembling machines are being forced to do its logic instead of going to sleep.

From the perspective of optimisation, every extra piece of data that needs to get to the CPU cache is like an extra weight you need to carry around. It slows the whole simulation down.

The pipe is used just to call the inner update:

The other problem is, that the pipe memory is scattered around randomly. So we cut all the fluidboxes from the entities using them, and put them in a separate system (we call it the Fluid Manager). It is storing the fluidboxes like this:

The advantage of having data in continuous memory is mainly the fact that when CPU is copying the data from memory to cache, it is doing it in chunks, so when updating one thing, the next one is already in the cache. Modern CPUs are also smart, and they can detect continuous memory access, so they start prefetching the subsequent fluidboxes automatically in advance.

But it is not that simple, as the fluidbox always has neighbours (as the flow is from one fluidbox to others), and one of the neighbours can be on the other part of the continuous memory, out of cache, so it is still not perfect.

The next step was to divide the fluid boxes in something we call a Fluid system. A fluid system is basically all the Fluidboxes that are connected together. So, for example, in this refinery setup there are 5 fluid systems.

Each of the fluid system is now its own separate continuous memory of fluid boxes in it. The first advantage of this is that it increases the chance that the neighbours of a water pipe are close (memory wise) to the original pipe, the cached data from touching it for update could still be there when it is being touched as a neighbour.

But the second advantage is even greater, as the fluid systems are now independent and fluid flow doesn't interfere with anything else in the map, their update can be completely parallelized without any worries. So we just did that.

The final benchmark on a real fully producing map that uses pipes for production of materials and power (nuclear reactors), I was able to see a 6.5 times speedup of only the pipes update. The speedup wasn't so big on less beefy computers as it depends on the CPU, cache sizes, CPU core count etc. but was still around 3 times faster. I also expect the speedup to get bigger with bigger factories with more separate fluid systems and also with future CPU with more cores.

Dominik did benchmarked every step with a real save game on his reasonable i7-4790k, and recorded with the following overall performance gains.

(The graph shows some unexplained intermediary steps.)

Just a reminder that this is just a stage 1, before actually merging straight pipe sections into one fluid box which should improve things again. Even in systems with a lot of branching, as even 2 fluidboxes merged into 1 should help. In the example of refinery setup above, it seems that the fluidbox count could be reduced by factor of 4 or so. That should make the savings big enough to justify the planned 2 times slowdown of the future fluid flowing algorithm, as we will probably need 2 passes to make it work good enough. Dominik will have an update on the algorithm and conclusions from the previous discussions in a future FFF.

GUI style inspector
The implementation of several GUI redesigns is in progress, and it is being done by several team members. Suddenly we realized that coordinating more people brings new problems (what a surprise^^). We started to have mess in the styles, as everyone was inventing their own styles for the GUI to be same as the graphical mock-ups given by the graphics department.

After some discussions of how to solve this, we realized, that we mainly need some common language with the graphical department when it comes to the style hierarchy names. For that we need everyone to be able to quickly inspect which styles are used where and what is the hierarchy. For that reason, we made the GUI style inspector. By pressing a key (Control + F6 by default), every UI element will show a tooltip with information about the widget and its style, and will highlight of the widget as well. We wanted to use it only internally first, but we decided, that if it shows some info for the GUI created by scripts/mods, like name and type, it might be also useful for mod writers to be able to quickly inspect what is going on.

We even use colors to help us navigate:
  • Red: The value was needlessly redefined (which was happening a lot).
  • Green: The style value that is being used
  • White: A style value that is not used as it is overwritten by a descendant style.
This tool (even when quite easy to add), immediately became very useful and it has already helped us to clean up some mess, and should improve the work efficiency when it comes to further GUI implementation. The main reaction when I showed this to the rest of the team was, "Why didn't we have this earlier?"... Well, better late than never.

This also means, that we are showing quite a lot about how the GUI style is organized to the players, so we need to be extra careful about making it tidy, to avoid bug reports about 'the weird mess' in the styles.

As always, let us know what you think on our forum.
26 comments Read more
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About This Game

Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.

Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of Scenarios. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.

Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.

What people say about Factorio

  • 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

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 10, 8, 7, Vista (64 Bit)
    • Processor: Dual core 3Ghz+
    • Memory: 4 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 1 GB available space
    • Additional Notes: Low sprite resolution and Low VRAM usage.
    • OS: Windows 10, 8, 7 (64 Bit)
    • Processor: Quad core 3Ghz+
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space
    • OS: macOS High Sierra, Sierra, OSX El Capitan, Yosemite, Mavericks
    • Processor: Dual core 3Ghz+
    • Memory: 4 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 1 GB available space
    • Additional Notes: Low sprite resolution and Low VRAM usage
    • OS: macOS High Sierra, Sierra, OSX El Capitan, Yosemite, Mavericks
    • Processor: Quad core 3GHz+
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space
    • OS: Linux (tarball installation)
    • Processor: Dual core 3Ghz+
    • Memory: 4 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 1 GB available space
    • Additional Notes: Low sprite resolution and Low VRAM usage
    • OS: Linux (tarball installation)
    • Processor: Quad core 3GHz+
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space

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