Errichte in Factorio deine eigene Fabrik, um einfachste Elemente zu raffinierten Strukturen zu kombinieren. Nutze deine Fantasie in einer unendlichen 2D-Welt und verteidige deine Fabrik gegen die Kreaturen, die dir deinen Fortschritt nicht gönnen.
Kürzliche Reviews:
Äußerst positiv (622) - 98% der 622 Nutzerreviews der letzten 30 Tage sind positiv.
Alle Reviews:
Äußerst positiv (36,502) - 98 % der 36,502 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung:
25. Feb. 2016
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Early Access-Spiel

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Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

“Wir arbeiten seit über 4 Jahren an Factorio. Das Spiel ist sehr stabil und stark optimiert für ein ausgedehntes Spielerlebnis und die Erstellung gewaltiger Fabriken. Wir haben über 110.000 Kopien auf unserer Webseite verkauft, und wir finden nun, dass es die richtige Zeit ist um das Publikum zu erweitern.”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

“Unsere Pläne für die Veröffentlichung sind Bestandteil eines laufenden Prozesses, und wir fügen ständig neue Eigenschaften und Inhalte hinzu. Sobald wir der Meinung sind, dass das Spiel vollständig ist, werden wir die Vollversion veröffentlichen. Unsere aktuelle Schätzung ist, dass dies etwa 8-12 Monate dauern wird.”

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

“In der Vollversion möchten wir eine bereinigte Oberfläche, einen Multiplayer-Matching-Server, Mod-Integration für Spieler und Server und eine Menge an weiteren Feinschliffen und Ergänzungen zum eigentlichen Spiel haben.”

Was ist der derzeitige Stand der Early Access-Version?

“Das Spiel hat eine starke Inhalts-Basis, reich an interessanten Mechaniken und Features. Viele Spieler melden, dass sie immer noch Spaß auf ihren Karten haben, selbst nach Hunderten von Spielstunden, neben Mehrspieler-Unterstützung und einer engagierten Modding-Community.”

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

“Der Preis wird womöglich erhöht werden, wenn das Spiel keinen Early-Access-Status mehr hat.”

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

“Die Community ist ein wichtiger Bestandteil unseres Entwicklungsprozesses.
Wir kündigen alle geplanten Features im Voraus an, sodass wir Zeit haben, um die Meinungen und Kommentare der Fans zu lesen, und um die verschiedenen Standpunkte der Spieler zu diskutieren.

Von der Community vorgeschlagene Ideen werden im Allgemeinen in die Team-Diskussionen eingebracht und wir schätzen den Beitrag jedes einzelnen Spielers sehr.”
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Kürzliche Updates Alle anzeigen (302)

22. Februar

Friday Facts #283 - Prepare to Launch

Read the blog post on our website.

Playtesting
We have been playtesting a few days this week. There were some things we had to fix on the fly, but we still were able to play quite a lot, so I would say that it went surprisingly well. We have been able to get 3 multiplayer bases into a late game stage.

Tile pollution tweaks
As we played 3 different games already, we discovered that the tile pollution absorption values are quite weird. Water was actually absorbing more pollution than grass, which in combination with the fact that water heavy worlds have less biters and more choke points, makes it way too easy compared to a desert world. In addition, grass and sand pollution absorption was brought closer together, as the difference between desert world and grass world when it comes to bitter attack intensity was way too high.

Pollution absorb setting
In 0.16 one of the the map starting settings related to pollution is called Dissipation rate. Its tooltip says "Control how fast pollution dissipates naturally". Since the word sounds alien to many (I had to search it up), no one touches the setting, and we actually had to dig through the code to figure out, what the option truly does.

It was a modifier of how much pollution is absorbed by tiles. And the range is from 1 to 1000. You can't really set it lower then the default 1 and setting it to 100 for example basically removes all the pollution effectively, as tiles suddenly absorb 100 times more pollution. So we changed the setting name and description to absorption modifier, with a tooltip saying "Modifier of how much pollution is absorbed by trees and tiles." The values now range from 10% to 400%, so you can actually use it to make the game harder. This should suddenly make it understandable. Oh, and the Deathworld preset value is now 50% :)

Spawner pollution hoarding fix
As you might know, the Spawner/pollution/attack mechanics work this way: Spawners absorb pollution that reaches them, and after absorbing a certain amount of pollution, they send a unit to join an attack group. The amount of pollution depends on the type of unit, and later units need more pollution. There is also a cooldown limiting the amount of enemies sent to attack per time.

So far, so good. But there is a fundamental problem with the algorithm we use, as we randomly figured out by looking at the debug data of a Spawner next to our base.



As you can see, the Spawner needs 200 pollution to send a unit to attack, but it already accumulated more than 100k pollution, which is enough for next 500 units. Basically, the problem is, that the Spawner can accumulate an unlimited amount of pollution at a much higher speed then it can ever use. So the first row of biter nests can easily prevent the other nests from accumulating any pollution, which kind of breaks the difficulty scaling and the whole mechanic. Whether you make a little bit of pollution or a crazy amount, the amount of attacks might be the same.

The solution is simple, the Spawner now has an upper limit to how much pollution it can absorb, which is 3 times the most expensive unit it can spawn for the current evolution factor.

We made some basic testing after this change, and it seems that it is survivable enough for the release, but we might want to tune the default pollution/evolution/attack modifiers during 0.17 stabilisation.

Biters getting stuck in their own bases
One of the other problems we noticed with biters is, that they got stuck in their own base quite often. We discovered, that they can be trapped by the positioning of Spawners/Worms quite easily.



To solve this, we just added a new optional property into entity definition called map_generator_bounding_box which defaults to collision_box. It can be made larger to limit the placement of the entity by the map generator to keep the space around the entity clear. It is also used when biters are building new bases. Adding a 1 tile safe space around all spawners and worms forced the bases to have enough space for the biters to move through it.



In the future, we (or anyone) could use this property, to limit the density of trees in a forest, or similar things.

Biters getting stuck on belts
The strategy to put belts in the path of bitters to upgrade defense is a nice piece of emergent gameplay, but we noticed, that it tends to be little bit too strong. It was discovered, that biters have a small bug in their code, that affects their movement by belts way much more than it should.

https://cdn.factorio.com/assets/img/blog/fff-283-biters-on-belts-bugged.webm

So posila went ahead and fixed that, and now, biters are still affected by belts, but it doesn't completely bug them anymore. How did we not notice it for like 2 years?

https://cdn.factorio.com/assets/img/blog/fff-283-biters-on-belts-fixed.webm

Introduction Campaign (NPE/Tutorial/Demo)
With 0.17, we will be releasing the first public version of the new Introduction Campaign.Because of this, naturally, we will be removing the old 'First Steps' and 'New Hope' campaigns.

The 'Main Campaign' will be added to the game later, and we will be providing some more details on the Introduction and Main Campaigns next week.

The fluids
We were testing the algorithm, and there was a lot of back and forth, but the time was running by and there were some problems not that easy to fix. To prevent things from getting broken in a ways we couldn't anticipate and not to potentially delay the release any further, we decided to split the change.

So the fluid mixing prevention and fluid update optimisations are in 0.17, but the new algorithm was put aside for further research.

The Wiki plan
With the upcoming release of a new experimental version, a big question for the wiki is when it will be updated to that version. In the past we updated the entire wiki to the experimental version a few weeks after its release, but we are changing this up: The plan is to update the wiki to the experimental version immediately on release. I wrote some scripts to speed up this process, so the moment you see that the release is out, you can head over to the wiki and check out the new recipes and technologies without having to wait on some slow human to update that info. Furthermore, a clone of the 0.16 state of the wiki will be made and available as a read-only wiki at https://stable.wiki.factorio.com, for the players that prefer to stay on the stable version of the game.

Mod thumbnails
Small news for mod creators. In the new in-game mod GUI (FFF-272) will show thumbnails for mods alongside mod description. Since you should be able to interact with the installed mod settings also in an offline mode, the thumbnails have to available in the mod package. To make a thumbnail show up, simply include thumbnail.png alongside your info.json. The resolution is 144×144 pixels, same as previously on the mod portal. From now on, the mod portal will only respect thumbnails provided in this way.

High Resolution Chests
It’s common to think that the smaller is the entity the easier is to make it. Less pixels = less work. Well, not necessarily. Like an icon you have a very small space to express many concepts, material, use, style, etc. That means a lot of work in synthesis. I’ve been making drafts and 3d sketches for chests for a while, and this is the best version I’ve got for all of them:.



  • Wooden: Nothing much to change here, just a translation of resolution and details.
  • Iron: Before we had confusion between Iron and Steel. Now the difference is much clearer.
  • Steel: More modern and industrial looking. Like a shipping container.
  • Infinity: Not everybody knows this chest exists because it’s made for testing reasons, you will find it in the map editor.
  • Logistics: The design tries to emulate the style of the Roboport, and we introduce a new concept, an animation for opening/closing the doors.

High Resolution Rocket Silo
There are not that many entity graphics remaining that we have not touched in the last few years, be it a conversion to high resolution, a redesign, or both. The Rocket Silo has several specific qualities that make it very intimidating, and now time has come to face them.

We recognized that the design of the Rocket Silo you can see in 0.16, has various issues we would like to address. On the first sight it is obvious that it does not fit into the visual style of Factorio too well anymore, and looks out of place. Not just because it’s very dark, but also because the giant 9x10 tile entity is completely filled into a rectangular shape. This majorly contributes to it looking like a rectangular sticker on the screen instead of an integrated entity in the world.

A lot of the elements in the old model were too blocky and artificial for the modern Factorio look. Over time we have basically replaced all of the areas of the model with new meshes. Albert helped me by creating the robotic arms and their housings in the concrete base of the rocket silo that you can see below.

https://cdn.factorio.com/assets/img/blog/fff-283-rocket-silo-preparing.webm

When we started working on the high resolution redesign of the Rocket Silo, the first decision we made was that it will now be a 9x9 entity so you could rotate the blueprints properly, and it was clear from the start that we want to make fit on the ground more. This would mean that the structure at the top of the original rocket silo would have to go, and the hole would be moved more towards the center of the entity.

The Rocket Silo without the rocket uses sixteen 8192x8192px textures which makes our 1080Ti run out of VRAM to render.. Luckily I have made the rendering as optimized as possible through python scripting as always. Worth noting that without our long-term focus on automation and proper workflow, this could have been a massive problem.

It would not have been normal if we did not need to edit things in the code or fix things, and since the Rocket Silo has an obscene amount of layers, layer switching and other crazy quirks in its animation, our beloved posila helped us fix all those issues, though he may have mentioned a few nasty words to himself along the way, and his commit messages contained words like 'black magic' more than once.

Last but very far from least, the Rocket Silo has one huge benefit - a lot of the animation happens procedurally which means the source images themselves are static PNGs. This allows for a lot of flexibility and power in Photoshop post-production that we cannot afford with heavily animated entities like for example trains. This made the end of the process extremely enjoyable and allowed us to finish it really properly.

0.17 on track
As you can see, there are a lot of things happening at the last moment, but it seems that there shouldn't be a big obstacle in the way of release next week.

As always, let us know what you think on our forum.
23 Kommentare Weiterlesen

15. Februar

Friday Facts #282 - 0.17 in sight

Read this blog post on our website.

The release plan
This week was the time to close and finish all the things that will go to 0.17.0.

Not all of the things that we originally planned to be done were done (surprise), but we just left any non-essential stuff for later so we won't postpone the release any further. The plan is, that next week will be dedicated to the office playtesting and bugfixing. Many would argue, that we could just release instantly and let the players find the bugs for us, but we want to fix the most obvious problems in-house to avoid too many duplicate bug reports and chaos after the release. Also, some potential bugs, like save corruptions, are much more easily worked on in-house.

If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the week starting 25th February.

After release plan
Since there are a lot of things we would like to do before we can call 0.17 good enough, we will simply push new things into the 0.17 releases as time goes on. Even if 0.17 becomes stable in a reasonable time, we would still push things on top of it. We can still make experimental/stable version numbers inside 0.17. Most of the things shouldn't be big enough to make the game generally unstable. I've heard countless times a proposal to make small frequent releases of what have we added, this will probably be reality after 0.17 for some time.

The smaller releases will contain mainly:
  • Final looks and behaviour of new GUI screens as they will be finished.
  • New graphics.
  • New sounds and sound system tweaks.
  • Mini tutorial additions and tweaks.

This is actually quite a large change to our procedures, and there are many ways we will be trying to maximize the effectiveness of smaller and more regular content updates.

The GUI progress
There are several GUI screens that are finished. Others (most of them) are just left there as they are in 0.16. They are a combination of the new GUI styles and old ones. They sometimes look funny and out of place, but they should be functional.



Blueprint library
The blueprint library changes have been split into several steps. The reason is, that there was a big motivation to do the integration with the new quickbar (final version introduced in FFF-278) in time for 0.17.0, while the other changes can be done after. The thing with the quickbar is, that it is quite a big change to one of the most used tools in the game and people generally don't like change even when it is for the better. To minimize the hate of the change, we need to "sell it properly". By that, we should provide as many of the positive aspects of the new quickbar at the time of its introduction.

So the change that is already implemented and working for 0.17 is the ability to put blueprints/books into the quick bar in a way that the quick bar is linked directly to the blueprint library window, so you don't need to have the physical blueprint items in your inventory. The other change is, that picking a blueprint from the blueprint library and then pressing Q will just dismiss it, instead of silently pushing it to your inventory. This works the same as the clipboard described in FFF-255. You can still explicitly insert the blueprint from the library to an inventory slot, but if you just pick it, use it, and press Q, it goes away.

In addition to this, other changes related to the blueprint library will follow soon after 0.17.0. The first thing is the change of how the GUI looks:



We will also allow to switch between grid and list view. It mainly provides a way to nicely see the longer names of the blueprint. We noticed that players try to put a large amount of info about a blueprint in its name, so we are planning to add a possibility to write a textual description of the blueprint.



The last big change is to allow to put blueprint books into blueprint books, allowing better organisation. Basically like a directory structure. Whenever a blueprint/book is opened, we plan to show its current location, so the player knows exactly what is going on.



The hand
Has it ever happened to you, that you have robots trying to put things into your full inventory, while you pick an item from it to build something, and then you just can't put it back, as the diligent robots just filled the last slot in your inventory by whatever they are trying to give to you? Wood from tree removal is the most frequent thing in my case.

This was annoying in 0.16 from time to time, but with the new quickbar, it started to happen even more, as now, you have only one inventory, and no reserved slots in the quickbar. To solve that, we just extended the "principal" of the hand. When you pick something from the inventory, the hand icon appears on the slot. As long as you hold the thing in your cursor, the hand stays there, and prevents other things from being inserted there. This way, you should always be able to return the currently selected item into your inventory as long as you didn't get it from external source like a chest.


The hand is protecting the slot from the robots.

Terrain generation updates
Everyone has different opinions about what makes a good Factorio world.I've been working on several changes for 0.17, but the overarching themehas been to make the map generator options screen more intuitiveand more powerful.

This was talked about somewhat in an earlier FFF (FFF-258) regarding ore placement,but since then we found more stuff to fix.

Biter Bases
In 0.16, the size control for biter bases didn't have much effect.The frequency control changed the frequency, but that also decreased the size of bases,which wasn't generally what people wanted.

For 0.17 we've reworked biter placement using a system similar to that with which we got resource placement under control. The size and frequency controls now act more like most people would expect, with frequency increasing the number of bases, and size changing the size of each base.



New preview UI showing the effects of enemy base controls.In reality the preview takes a couple seconds to regenerate after every change,but the regeneration part is skipped in this animation to clearly show the effects of the controls.

If you don't like the relatively uniform-across-the-world placement of biters,there are changes under the hood to make it easier for modders to do something different.Placement is now based on NamedNoiseExpressions "enemy_base_frequency" and "enemy_base_radius", which in turn reference "enemy_base_intensity".By overriding any of those, a modder could easily create a map where biters are found only at high elevations,or only near water, or correlate enemy placement with that of resources, or any other thing that can be expressed as a function of location.

Cliffs
We've added a 'continuity' control for cliffs. If you really ike mazes of cliffs, set it to high to reduce the number of gaps in cliff faces.Or you can turn it way down to make cliffs very rare or be completely absent.



Changing cliff frequency and continuity. Since cliffs are based on elevation,you'll have to turn frequency way up if you want lots of layers even near the starting lake.

Biome Debugging
Tile placement is based on a range of humidity and 'aux' values(humidity and aux being properties that vary at different points across the world)that are suitable for each type of tile. For example: grass is only placed in places with relatively high humidity, and desert (not to be confused with plain old sand)only gets placed where aux is high. We've taken to calling these constraints 'rectangles',because when you plot each tile's home turf on a chart of humidity and aux,they are shown as rectangles.

It's hard to make sense of the rectangles just by looking at the autoplace code for each tile, so I wrote a script to chart them. This allowed us to ensure that they were arranged as we wanted, with no gaps between them,and with overlap in some cases.


Rectangles.

Having the humidity-aux-tile chart is all well and good, but doesn't tell the whole story,since tile placement also depends on a noise layer specific to each tile type,and could also influenced by user-adjustable autoplace controls (e.g. turning the grass slider up).So to further help us visualize how humidity, aux, tile-specific noise, andautoplace controls worked together to determine tiles on the map,there are a couple of alternate humidity and aux generators that simply vary themlinearly from north-south and west-east, respectively.


Using 'debug-moisture' and 'debug-aux' generators to drive moisture and aux, respectively.

This map helped us realize that, rather than having controls for each different type of tile, it made more sense to just control moisture and aux (which is called 'terrain type' in the GUI,because 'aux' doesn't mean anything).


Sliding the moisture and aux bias sliders to make the world more or less grassy or red-deserty.

A pet project of mine has been toput controls in the map generator GUI so that we could select generatorsfor various tile properties (temperature, aux, humidity, elevation, etc) atmap-creation time without necessarily needing to involve mods.This was useful for debugging the biome rectangles, but my ulteriormotive was to, at least in cases where there are multiple options,show the generator information to players. A couple of reasons forthis:
  • It was already possible for mods to override tile property generators via presets, butwe didn't have a place to show that information in the UI.So switching between presets could change hidden variables in non-obvious waysand lead to a lot of confusion.
  • I had dreams of shipping alternate elevation generators in the base game.

Water Placement
For 0.16 I attempted to make the shape of continents more interesting. Some people really liked the new terrain, or at least managed to find some settings that made it work for them. Others called it a "swampy mess". A common refrain was that the world was more fun to explore in the 0.12 days.

So in 0.17 we're restoring the default elevation generator to one very similar to that used by 0.12. Which means large, sometimes-connected lakes.

The water 'frequency' control was confusing to a lot of people including myself.It could be interpreted as "how much water", when the actual effect was to inversely scale both bodies of water and continents, such that higher water frequency actually meant smaller bodies of water.So for 0.17, the water 'frequency' and 'size' sliders are being replaced with 'scale' and 'coverage',which do the same thing, but in a hopefully more obvious way.Larger scale means larger land features, while more coverage means more of the map covered in water.

New Map Types
In order to ensure a decent starting area, the elevation generator always makes a plateau there (so you'll never spawn in the middle oft he ocean), and a lake (so you can get a power plant running). Depending on what's going on outside of that plateau, this sometimes resulted in a circular ring of cliffs around the starting point,which looked very artificial, and we wanted to reduce that effect.

In the process of solving that problem I created another custom generator for debugging purposes.This one simply generated that starting area plateau in an endless ocean.I don't actually remember how this was useful for debugging, but at one point I directed Twinsen to look at it to illustrate the mechanics behind generating the starting area.

The rest of the team liked that setting so much that we're making it a player-selectable option. So in 0.17 you'll get to pick between the 'Normal' map type, which resembles that from 0.12,and 'Island', which gives you a single large-ish island at the starting point.There's a slider to let you change the size of the island(s).



Maps with multiple starting points will have multiple islands.


PvP islands!

And speaking of scale sliders, we're expanding their range from ± a factor of 2 (the old 'very low' to 'very high' settings)to ± a factor of 6 (shown as '17%' to '600%'). Previously the values were stored internally as one of 5 discrete options,but as the recent terrain generation changes have made actual numeric multipliers more meaningful in most contexts(e.g. the number of ore patches is directly proportional to the value of the 'frequency' slider,rather than being just vaguely related to it somehow),we're switching to storing them as numbers.This has the side-effect that if you don't mindediting some JSON,you'll be able to create maps with values outside the range provided by the GUI sliders.

Mods will be able to add their own 'map types' to the map type drop-down, too. If you really liked the shape of landmasses in 0.16 and want to be able to continue creating new maps with it, please let us know on the forum.

High-res accumulators



The design of the accumulator has been always good. The 4 very visible cylinders, looking like giant batteries, Tesla poles and the electric beams perfectly telegraphed its function in terms of style and readability. That’s why for the high-res conversion we were very careful about keeping this entity as it was.

The only thing that was a bit disturbing (for some) are the poles crossing to each other when more than one accumulator is placed in a row. So we decided to fix it (or break it). The rest of the work was making the entity compatible for the actual look of the game. But in essence accumulators are still the same.



As always, let us know what you think on our forum.
70 Kommentare Weiterlesen
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Über dieses Spiel

Factorio ist ein Spiel, in dem du eine Fabrik baust und pflegst.

Du wirst Ressourcen abbauen, Technologien erforschen, eine Infrastruktur aufbauen, die Produktion automatisieren und Feinde bekämpfen.

Am Anfang wirst du feststellen, dass du selbst Bäume fällen, Erze abbauen, mechanische Greifarme herstellen und Fließbänder transportieren musst. Mit der Zeit aber wirst du ein Industriepark mit großen Solarfeldern, Ölraffinerien, Herstellung und Aussetzung von Konstruktions- und Logistikrobotern haben, um deinen Ressourcenbedarf zu decken.

Jedoch passt den Einheimischen diese schwere Ausbeutung der Ressourcen des Planeten überhaupt nicht, deshalb musst du für eine Verteidigung deiner selbst und deines Maschinenimperiums vorbereitet sein.

Bündel deine Kräfte mit anderen Spielern im kooperativen Mehrspielermodus, erbaue riesige Fabriken, arbeite zusammen und verteile Aufgaben zwischen dir und deinen Freunden.

Benutze Mods, um dein Vergnügen zu erhöhen, von kleinen Helfermods bis zu kompletten Spiel-Überarbeitungen. Der Mod-Support von Factorio erlaubt Erstellern aus der ganzen Welt, interessante und innovative Features zu entwerfen.
Während die hauptsächliche Spielerfahrung in Form des freien Spiels zu finden ist, gibt es eine Reihe von interessanten Herausforderungen in Form von Szenario-Packs, die als kostenlose DLCs bereitstehen.

Wenn du keine Karten oder Szenarien findest, die du magst, kannst du dir eigene mithilfe des Ingame-Karteneditors erstellen. Platziere Objekte, Feinde und Gelände wie du willst, und füge deine eigenen Skripte für ein interessantes Gameplay hinzu.

Rabattausschluss: Wir haben nicht geplant, an einem Ausverkauf teilzunehmen oder den Preis in absehbarer Zukunft zu reduzieren.

Was Spieler zu Factorio sagen


  • 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

Systemanforderungen

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Betriebssystem: Windows 10, 8, 7, Vista (64 Bit)
    • Prozessor: Dual core 3Ghz+
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: 512MB Video Memory
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Low sprite resolution and Low VRAM usage.
    Empfohlen:
    • Betriebssystem: Windows 10, 8, 7 (64 Bit)
    • Prozessor: Quad core 3Ghz+
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: 2GB Video memory
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    Minimum:
    • Betriebssystem: macOS High Sierra, Sierra, OSX El Capitan, Yosemite, Mavericks
    • Prozessor: Dual core 3Ghz+
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: 512MB Video Memory
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Low sprite resolution and Low VRAM usage
    Empfohlen:
    • Betriebssystem: macOS High Sierra, Sierra, OSX El Capitan, Yosemite, Mavericks
    • Prozessor: Quad core 3GHz+
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: 2GB Video memory
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    Minimum:
    • Betriebssystem: Linux (tarball installation)
    • Prozessor: Dual core 3Ghz+
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: 512MB Video Memory
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Low sprite resolution and Low VRAM usage
    Empfohlen:
    • Betriebssystem: Linux (tarball installation)
    • Prozessor: Quad core 3GHz+
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: 2GB Video memory
    • Speicherplatz: 1 GB verfügbarer Speicherplatz

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