Factorio - Klonan
Hello,
Rseding has just arrived for another 6 week visit here at the office, and his timing is pretty great as we start shifting the focus onto 0.15, of which our to-do list is extremely long.

0.14 now stable
We have just launched 0.14.18 as our stable build, this means it has been pushed to all users on steam, along with the website users being prompted to automatically update. Stable however doesn't mean we won't be releasing any further 0.14 builds, as inevitably with more people playing the release, there will be many more bugs found. In fact we are already in the process of releasing a quick fix for the stable, as people have reported that the demo does not work, a minor issue to most, but something that might not give the best first impression.

Once we have all the kinks sorted out, stable release means we will be taking a look at our marketing options in the upcoming weeks. We feel that 0.14 is a good distance from the early access release, and a whole lot more improved from the stable 0.12 we initially launched with, so it is a good time to make another push to spread the word. As always, we owe much of our success to all of the players who continue to make the effort of telling their friends about the game, and we would have never come so far without such a great community supporting us.

Rails and their problems
As kovarex mentioned in one of the recent FFF, the current rails are using a very simple system which aims to minimize the amount of used sprites, so it only uses five sprite types: horizontal rail, vertical rail, diagonal rail, horizontal curve and vertical curve.

Then these four sprite types were flipped and rotated to their positions. To ‎make this visually work, it was necessary to use top-down projection with minimal signs of perspective. Which is a gigantic limitation, especially since almost all of the entities are projected at 45 degrees. Each of the four sprite types had four layers each to prevent things from overlapping in junctions, I will describe that in more detail later down.



Old and new basic rail rings. On the left same colour shows identical sprites. On the right all sprites are unique.

Now, we are defining unique sprite for each rail piece, and for straight ones we add 2 extra variations. The main benefit of this is removing the top down limitation‎ and having the rails more consistent with the rest of the game. Another aim is getting them into high resolution - and since the old rails were made in 2D, any kind of conversion to both more resolution and a different perspective wasn't doable, so we took our chance to redesign them. The "more 3D" perspective brought new problems though. Most of them are fixable through adding more layers...



First issue appeared fast - the vertical sides of rails would overlap the top side in junctions. I have been battling this exact problem in OpenTTD with no success for a long time, so I immediately knew that the solution is to split them into 2 layers, something I couldn't do back then, but we can in factorio.



Proceeding further, the old rails had the ties (sleepers/ wood planks)‎ at 45degrees on diagonal tracks in order to be perpendicular to them. Which didn't look utterly wrong as the whole thing was top-down - it even made sense in that way. But now, when at 45 degrees, it suddenly looked very wrong, so it had to be redone. Another thing we don’t really know why is that the old rails had more ties in horizontal view than in vertical, which should be exactly the opposite way to make the illusion of perspective… so we fixed that, too.



Redoing the ties was not that easy though, as they need to tile properly to all other combinations where they could connect. As I soon realized, doing this by trial and error / by eye was extremely tedious and took a long time without any results, I would fix one combination and other 2 combinations would break.

Luckily, blender has a very convenient feature for this called Group instances, which lets me group objects, and the use their clones to preview all the combinations with a live preview. The slight issue was that there is 148 ties, and apart from grouping they also need to be cut by the grid to represent how the final sprite is going to look.

Doing this manually is tedious and if I needed to repeat the process, my brain would probably derail. So I spent a few days getting into blender's python, and with the help of our programmers, we managed to create a script which automatically detects if an object has an intersection in a sprite, and cuts it + groups it to that sprite if it does. This creates a live preview which makes it very easy to see what is tiling with what. Automation, anyone?



To make entities look nice, almost all of them have some kind of integration as we call it. This is usually a slight dark outline/glow where they touch the ground. As a result, it looks more connected to the ground, and makes sure that it works in all the various terrains we have (and Jurek is adding more at this very moment).Next step was to make the rails integrate with the terrain properly. The old rails had just a very binary noise without any semi-transparency, which is simple but hides yet another problem - when tracks overlap in junctions, the semi-transparency starts stacking on top of each other. In some cases there is unfortunately no systematic solution so it was solved visually to minimize the effect.

As I mentioned earlier, the old rails were using 4 layers. Worth mentioning that only 3 of them were absolutely necessary to reach the same functionality. Since the rail metal parts needed splitting into two layers with the new system, we are suddenly using all 4 of them, and we are even adding a 5th layer to have junctions draw more nicely.



Early in the process (after the first render), I quickly realized that the rails are using almost 200 images when counting both normal and high resolution. After every re-rendering, I would have to go and rename all of them because their format needs slight adjustment for our naming conventions, and I would have to crop each of them. So, for the first time I attempted to write a python script to do these things for me, and it’s magic! Automation is magic?

And then I went and iterated the rails over and over again to get a nice result.



Once again we discovered that making high resolution sprites isn’t just 'render it in double size', as you can probably tell from reading the above. Especially with something in totally different projection than the previous version. We believe the result is worth it in the end.

As always, let us know what you think on our forums
Factorio - Klonan
Hello,
Rseding has just arrived for another 6 week visit here at the office, and his timing is pretty great as we start shifting the focus onto 0.15, of which our to-do list is extremely long.

0.14 now stable
We have just launched 0.14.18 as our stable build, this means it has been pushed to all users on steam, along with the website users being prompted to automatically update. Stable however doesn't mean we won't be releasing any further 0.14 builds, as inevitably with more people playing the release, there will be many more bugs found. In fact we are already in the process of releasing a quick fix for the stable, as people have reported that the demo does not work, a minor issue to most, but something that might not give the best first impression.

Once we have all the kinks sorted out, stable release means we will be taking a look at our marketing options in the upcoming weeks. We feel that 0.14 is a good distance from the early access release, and a whole lot more improved from the stable 0.12 we initially launched with, so it is a good time to make another push to spread the word. As always, we owe much of our success to all of the players who continue to make the effort of telling their friends about the game, and we would have never come so far without such a great community supporting us.

Rails and their problems
As kovarex mentioned in one of the recent FFF, the current rails are using a very simple system which aims to minimize the amount of used sprites, so it only uses five sprite types: horizontal rail, vertical rail, diagonal rail, horizontal curve and vertical curve.

Then these four sprite types were flipped and rotated to their positions. To ‎make this visually work, it was necessary to use top-down projection with minimal signs of perspective. Which is a gigantic limitation, especially since almost all of the entities are projected at 45 degrees. Each of the four sprite types had four layers each to prevent things from overlapping in junctions, I will describe that in more detail later down.



Old and new basic rail rings. On the left same colour shows identical sprites. On the right all sprites are unique.

Now, we are defining unique sprite for each rail piece, and for straight ones we add 2 extra variations. The main benefit of this is removing the top down limitation‎ and having the rails more consistent with the rest of the game. Another aim is getting them into high resolution - and since the old rails were made in 2D, any kind of conversion to both more resolution and a different perspective wasn't doable, so we took our chance to redesign them. The "more 3D" perspective brought new problems though. Most of them are fixable through adding more layers...



First issue appeared fast - the vertical sides of rails would overlap the top side in junctions. I have been battling this exact problem in OpenTTD with no success for a long time, so I immediately knew that the solution is to split them into 2 layers, something I couldn't do back then, but we can in factorio.



Proceeding further, the old rails had the ties (sleepers/ wood planks)‎ at 45degrees on diagonal tracks in order to be perpendicular to them. Which didn't look utterly wrong as the whole thing was top-down - it even made sense in that way. But now, when at 45 degrees, it suddenly looked very wrong, so it had to be redone. Another thing we don’t really know why is that the old rails had more ties in horizontal view than in vertical, which should be exactly the opposite way to make the illusion of perspective… so we fixed that, too.



Redoing the ties was not that easy though, as they need to tile properly to all other combinations where they could connect. As I soon realized, doing this by trial and error / by eye was extremely tedious and took a long time without any results, I would fix one combination and other 2 combinations would break.

Luckily, blender has a very convenient feature for this called Group instances, which lets me group objects, and the use their clones to preview all the combinations with a live preview. The slight issue was that there is 148 ties, and apart from grouping they also need to be cut by the grid to represent how the final sprite is going to look.

Doing this manually is tedious and if I needed to repeat the process, my brain would probably derail. So I spent a few days getting into blender's python, and with the help of our programmers, we managed to create a script which automatically detects if an object has an intersection in a sprite, and cuts it + groups it to that sprite if it does. This creates a live preview which makes it very easy to see what is tiling with what. Automation, anyone?



To make entities look nice, almost all of them have some kind of integration as we call it. This is usually a slight dark outline/glow where they touch the ground. As a result, it looks more connected to the ground, and makes sure that it works in all the various terrains we have (and Jurek is adding more at this very moment).Next step was to make the rails integrate with the terrain properly. The old rails had just a very binary noise without any semi-transparency, which is simple but hides yet another problem - when tracks overlap in junctions, the semi-transparency starts stacking on top of each other. In some cases there is unfortunately no systematic solution so it was solved visually to minimize the effect.

As I mentioned earlier, the old rails were using 4 layers. Worth mentioning that only 3 of them were absolutely necessary to reach the same functionality. Since the rail metal parts needed splitting into two layers with the new system, we are suddenly using all 4 of them, and we are even adding a 5th layer to have junctions draw more nicely.



Early in the process (after the first render), I quickly realized that the rails are using almost 200 images when counting both normal and high resolution. After every re-rendering, I would have to go and rename all of them because their format needs slight adjustment for our naming conventions, and I would have to crop each of them. So, for the first time I attempted to write a python script to do these things for me, and it’s magic! Automation is magic?

And then I went and iterated the rails over and over again to get a nice result.



Once again we discovered that making high resolution sprites isn’t just 'render it in double size', as you can probably tell from reading the above. Especially with something in totally different projection than the previous version. We believe the result is worth it in the end.

As always, let us know what you think on our forums
Factorio - Klonan


The latest version 0.14 of the game is now declared stable. It took us 8 months since the release on Steam Early Access. We took our time to deliver many new features, usability improvements, and also to fix all of the community reported bugs we could (and it has been a lot).
Below are some of the major additions to the game since we launched on Steam Early Access:

Reworked Multiplayer
The multiplayer module has been completely redone, with focus on speed, scalability, and stability, along with improvements to the general user experience. The servers can now support games with hundreds of concurrent players, such as this event hosted by a player: Factorio Mass Multiplayer Session 2. Big events like these gave us a lot of feedback for user improvements, in many areas of the multiplayer game. Browsing and joining public or LAN games is now done directly from the in game dialog. We worked a lot to make the process of creating, joining and playing the game, even with a large amount of other players, as smooth as possible. As a small bonus there is now the Production challenge Multiplayer scenario shipped directly with the game.

Train System improvements
The train system has seen a large number of changes, both to the gameplay and user experience aspects. The model and sprite for the locomotive and cargo wagon have been completely redesigned, there is a new locomotive gui and train stop gui, a rebalanced max speed and acceleration system, and a new train overview screen. Laying new rails and junctions has been semi-automized (This is a game about automation, remember?). All these changes combined make train systems of various sizes much easier to build and manage.

Steam achievements
The game currently has 38 achievements you can earn, including speedrun challenges, production milestones, and limitation based accolades. If you are a completionist player, these will really give you something to strive towards.

Technology tree
The new techonology gui allows easy and intuitive viewing, choosing, and browsing of technologies and their prerequisites. This mod compatible system allows even the most convoluted research paths to be displayed in a simple format, making the choice of which path to take much easier.

Circuit network extension
The number of possiblilities with the circuit network has been exponentially increased with the addition of more circuit connectable entities. The most powerful features of this extension come from the ability to connect transport belts and inserters to the circuit network. You can also connect train stops, accumulators, power switches, gates, rail signals with more to come in the future.

Much more
Apart from all this there are other things waiting for you in the update: flamethrower turrets and fire spreading, more realistic map generation, in-game accessible mod portal, the blueprint book to organize your blueprints, power switches, and many others to discover...

We still have more updates planned for the future, you can checkout the plan on our forum.
Factorio - Klonan


The latest version 0.14 of the game is now declared stable. It took us 8 months since the release on Steam Early Access. We took our time to deliver many new features, usability improvements, and also to fix all of the community reported bugs we could (and it has been a lot).
Below are some of the major additions to the game since we launched on Steam Early Access:

Reworked Multiplayer
The multiplayer module has been completely redone, with focus on speed, scalability, and stability, along with improvements to the general user experience. The servers can now support games with hundreds of concurrent players, such as this event hosted by a player: Factorio Mass Multiplayer Session 2. Big events like these gave us a lot of feedback for user improvements, in many areas of the multiplayer game. Browsing and joining public or LAN games is now done directly from the in game dialog. We worked a lot to make the process of creating, joining and playing the game, even with a large amount of other players, as smooth as possible. As a small bonus there is now the Production challenge Multiplayer scenario shipped directly with the game.

Train System improvements
The train system has seen a large number of changes, both to the gameplay and user experience aspects. The model and sprite for the locomotive and cargo wagon have been completely redesigned, there is a new locomotive gui and train stop gui, a rebalanced max speed and acceleration system, and a new train overview screen. Laying new rails and junctions has been semi-automized (This is a game about automation, remember?). All these changes combined make train systems of various sizes much easier to build and manage.

Steam achievements
The game currently has 38 achievements you can earn, including speedrun challenges, production milestones, and limitation based accolades. If you are a completionist player, these will really give you something to strive towards.

Technology tree
The new techonology gui allows easy and intuitive viewing, choosing, and browsing of technologies and their prerequisites. This mod compatible system allows even the most convoluted research paths to be displayed in a simple format, making the choice of which path to take much easier.

Circuit network extension
The number of possiblilities with the circuit network has been exponentially increased with the addition of more circuit connectable entities. The most powerful features of this extension come from the ability to connect transport belts and inserters to the circuit network. You can also connect train stops, accumulators, power switches, gates, rail signals with more to come in the future.

Much more
Apart from all this there are other things waiting for you in the update: flamethrower turrets and fire spreading, more realistic map generation, in-game accessible mod portal, the blueprint book to organize your blueprints, power switches, and many others to discover...

We still have more updates planned for the future, you can checkout the plan on our forum.
Nov 3, 2016
Factorio - Klonan
Bugfixes
  • Fixed Supply scenario Gui when playing in multiplayer.
  • Fixed unresearchable gates technology in New hope campaign level 1. more
  • Fixed LAN games getting deselected. more
  • Fixed crash when clearing items robots held through script. more
  • Possibly fixed xrandr related crash on Linux. more

Minor features
  • Added minimum_latency_in_ticks to server settings (for headless server) and into config (for starting game from gui).
  • Enemy players are shown on the map when the chunk is being charted (a radar or player is exposing it).


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Nov 3, 2016
Factorio - Klonan
Bugfixes
  • Fixed Supply scenario Gui when playing in multiplayer.
  • Fixed unresearchable gates technology in New hope campaign level 1. more
  • Fixed LAN games getting deselected. more
  • Fixed crash when clearing items robots held through script. more
  • Possibly fixed xrandr related crash on Linux. more

Minor features
  • Added minimum_latency_in_ticks to server settings (for headless server) and into config (for starting game from gui).
  • Enemy players are shown on the map when the chunk is being charted (a radar or player is exposing it).


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - Klonan
Hello,

the 0.14 stabilization is still ongoing, we are in the final stretch now and hope our latest release might be declared stable soon, along with a marketing push on steam. Until then here is some news about ongoing developments this week:

The great fluid multiplier
So the fluids within the game are measured in somewhat arbitrary units, for the most part is doesn't matter so much which units the volume is measured in. However over the past couple of major versions there has been some back and fourth about how we count these units. To keep it brief, the problem is whether to floor to the nearest significant figure, or to round to it, further reading here. Another issue was that the circuit network works in integers, and which way the fluid count should be rounded as it is outputted as a signal.

This great inconsistency didn't sit right with Twinsen, so he took it upon himself to sort it all out. First thing was to decide how to round it, flooring it was an easy choice, and was already how most of the counts in the game work. But this led to a noticeable issue, pumpjacks would show as "0.0/s" when depleted. It was clear that at low values the system was not very intuitive, so next was to try adding a suffix to the low values, such as m for 1/1000 of a unit, and n for 1/1000000 etc. This would fit with the rest of the game, in that we have K, M and T suffixes for large numbers. There was some worry however, as several member of the team disagreed as to at which point the lower suffix should be used, and if it was even worth it for such a minor issue.

After long discussion a more novel solution was decided on. From 0.15 all the fluid values in the game will be multiplied by 10. This was not as simple as changing a single variable though, as many many aspects of the fluid system interact with other parts of the game. For instance, hot fluid is consumed by steams engines to generate power, so they would need to consume 10x as much fluid, yet only generate the same amount of power. In total there were close to 50 different prototype values (recipes, items etc.) that needed to be adjusted, along with the engine logic and tests. The change will allow much greater precision in the display and logic of the fluids, along with mitigating the rounding issues and circuit network interactions.

So long and thanks for all the science
Kovarex's playthrough of the current 0.15 has been continued in good form early this week, with him making the transition from a main bus to a station/outpost based factory. Feeding his factories growing thirst has meant a lot of time is spent out in the wilderness securing greater and greater areas of land, to exploit for its mineral worth.

As a consequence of the research overhaul, the alien artifacts are no longer used for research. This has been a really well received change, allowing players to finished the game without the need to engage the biters. The motivation for expansion is really clear in the game now, you need to expand to secure more resources. A secondary consequence of this is that sometimes the biters are in your way, so you get rid of them.

However without the research needed them, the artifacts are only used in a few niche products, namely the fusion reactor and level 3 modules. The requirements of these few recipes was not very great, and very quickly the artifacts start accumulating in large numbers. When the player has his late game armor and weaponry, the clearing of biters nests becomes very quick, and it happens on a larger and larger scale. Such the number of artifacts you need to pickup increases. It becomes then that the process of clearing nests and destroying the spawners is very fast, but the time spent collecting all the loot becomes a tediously long and monotonous task after each victory.

So after some thought, it was decided they are no longer needed. Their original purpose was to add them as a sort of 'RPG' layer to the game, such that combat would reward you with the artifacts to upgrade your character. In the latest state of the game this motivation just doesn't work, they serve more as a distraction than an addition to the core gameplay. We hope this comes as good news to a lot of players, please let us know your thoughts on this, as it is quite a big change.

Theme art revisited
Long time ago we have mentioned that we are working on new theme art series with external artist. Unfortunately that cooperation has failed but we never abandoned the idea of having high quality Factorio theme art for online presence propagation, wallpapers or maybe printable posters one day. We were (well still are) looking to produce a series of about 12 theme pictures kind of telling a story of a factory evolution in the game.

Recently things have started moving in this area again. We have teamed up with an italian artist Marco Turini living in Prague. Marco has rich experience in the comics industry (he worked for Marvel, DC Comics or Top Cow to name a few), he made official covers for some game-inspired comics (Assassin's Creed, Dark Souls and Deus Ex) and he has also experience from movie production both in Italy and Hollywood.

So far it seems like we are a good fit. From his side, he is interested in the job both from the perspective of getting deeper into the games industry as well as general Factorio ambience. And from our side he possesses all the qualities to produce what we are after.

Below you can check out a concept that Marco made as a testing project for us. This is NOT one of the pictures for the final collection, it is just a test to see whether our cooperation makes sense. That is why there is not too much sense in the picture with "cloned" objects in line. However the style is what matters here and that we find very fitting.



Oh and by the way, Marco is running a project to launch his 2017 Scifi girl calendar on Indiegogo at the moment. It is not Factorio related and some of the pictures are rather "spicy", but feel free to check it out, if that is your cup of tea ...

As always, let us know about your thoughts on our forums.
Factorio - Klonan
Hello,

the 0.14 stabilization is still ongoing, we are in the final stretch now and hope our latest release might be declared stable soon, along with a marketing push on steam. Until then here is some news about ongoing developments this week:

The great fluid multiplier
So the fluids within the game are measured in somewhat arbitrary units, for the most part is doesn't matter so much which units the volume is measured in. However over the past couple of major versions there has been some back and fourth about how we count these units. To keep it brief, the problem is whether to floor to the nearest significant figure, or to round to it, further reading here. Another issue was that the circuit network works in integers, and which way the fluid count should be rounded as it is outputted as a signal.

This great inconsistency didn't sit right with Twinsen, so he took it upon himself to sort it all out. First thing was to decide how to round it, flooring it was an easy choice, and was already how most of the counts in the game work. But this led to a noticeable issue, pumpjacks would show as "0.0/s" when depleted. It was clear that at low values the system was not very intuitive, so next was to try adding a suffix to the low values, such as m for 1/1000 of a unit, and n for 1/1000000 etc. This would fit with the rest of the game, in that we have K, M and T suffixes for large numbers. There was some worry however, as several member of the team disagreed as to at which point the lower suffix should be used, and if it was even worth it for such a minor issue.

After long discussion a more novel solution was decided on. From 0.15 all the fluid values in the game will be multiplied by 10. This was not as simple as changing a single variable though, as many many aspects of the fluid system interact with other parts of the game. For instance, hot fluid is consumed by steams engines to generate power, so they would need to consume 10x as much fluid, yet only generate the same amount of power. In total there were close to 50 different prototype values (recipes, items etc.) that needed to be adjusted, along with the engine logic and tests. The change will allow much greater precision in the display and logic of the fluids, along with mitigating the rounding issues and circuit network interactions.

So long and thanks for all the science
Kovarex's playthrough of the current 0.15 has been continued in good form early this week, with him making the transition from a main bus to a station/outpost based factory. Feeding his factories growing thirst has meant a lot of time is spent out in the wilderness securing greater and greater areas of land, to exploit for its mineral worth.

As a consequence of the research overhaul, the alien artifacts are no longer used for research. This has been a really well received change, allowing players to finished the game without the need to engage the biters. The motivation for expansion is really clear in the game now, you need to expand to secure more resources. A secondary consequence of this is that sometimes the biters are in your way, so you get rid of them.

However without the research needed them, the artifacts are only used in a few niche products, namely the fusion reactor and level 3 modules. The requirements of these few recipes was not very great, and very quickly the artifacts start accumulating in large numbers. When the player has his late game armor and weaponry, the clearing of biters nests becomes very quick, and it happens on a larger and larger scale. Such the number of artifacts you need to pickup increases. It becomes then that the process of clearing nests and destroying the spawners is very fast, but the time spent collecting all the loot becomes a tediously long and monotonous task after each victory.

So after some thought, it was decided the alien artifacts that spawners drop are no longer needed. Their original purpose was to add them as a sort of 'RPG' layer to the game, such that combat would reward you with the artifacts to upgrade your character. In the latest state of the game this motivation just doesn't work, they serve more as a distraction than an addition to the combat. We hope this comes as good news to a lot of players, please let us know your thoughts on this, as it is quite a big change.

Theme art revisited
Long time ago we have mentioned that we are working on new theme art series with external artist. Unfortunately that cooperation has failed but we never abandoned the idea of having high quality Factorio theme art for online presence propagation, wallpapers or maybe printable posters one day. We were (well still are) looking to produce a series of about 12 theme pictures kind of telling a story of a factory evolution in the game.

Recently things have started moving in this area again. We have teamed up with an italian artist Marco Turini living in Prague. Marco has rich experience in the comics industry (he worked for Marvel, DC Comics or Top Cow to name a few), he made official covers for some game-inspired comics (Assassin's Creed, Dark Souls and Deus Ex) and he has also experience from movie production both in Italy and Hollywood.

So far it seems like we are a good fit. From his side, he is interested in the job both from the perspective of getting deeper into the games industry as well as general Factorio ambience. And from our side he possesses all the qualities to produce what we are after.

Below you can check out a concept that Marco made as a testing project for us. This is NOT one of the pictures for the final collection, it is just a test to see whether our cooperation makes sense. That is why there is not too much sense in the picture with "cloned" objects in line. However the style is what matters here and that we find very fitting.



Oh and by the way, Marco is running a project to launch his 2017 Scifi girl calendar on Indiegogo at the moment. It is not Factorio related and some of the pictures are rather "spicy", but feel free to check it out, if that is your cup of tea ...

As always, let us know about your thoughts on our forums.
Factorio - Klonan
Hello,

the 0.14 stabilization is still ongoing, we are in the final stretch now and hope our latest release might be declared stable soon, along with a marketing push on steam. Until then here is some news about ongoing developments this week:

The great fluid multiplier
So the fluids within the game are measured in somewhat arbitrary units, for the most part is doesn't matter so much which units the volume is measured in. However over the past couple of major versions there has been some back and fourth about how we count these units. To keep it brief, the problem is whether to floor to the nearest significant figure, or to round to it, further reading here. Another issue was that the circuit network works in integers, and which way the fluid count should be rounded as it is outputted as a signal.

This great inconsistency didn't sit right with Twinsen, so he took it upon himself to sort it all out. First thing was to decide how to round it, flooring it was an easy choice, and was already how most of the counts in the game work. But this led to a noticeable issue, pumpjacks would show as "0.0/s" when depleted. It was clear that at low values the system was not very intuitive, so next was to try adding a suffix to the low values, such as m for 1/1000 of a unit, and n for 1/1000000 etc. This would fit with the rest of the game, in that we have K, M and T suffixes for large numbers. There was some worry however, as several member of the team disagreed as to at which point the lower suffix should be used, and if it was even worth it for such a minor issue.

After long discussion a more novel solution was decided on. From 0.15 all the fluid values in the game will be multiplied by 10. This was not as simple as changing a single variable though, as many many aspects of the fluid system interact with other parts of the game. For instance, hot fluid is consumed by steams engines to generate power, so they would need to consume 10x as much fluid, yet only generate the same amount of power. In total there were close to 50 different prototype values (recipes, items etc.) that needed to be adjusted, along with the engine logic and tests. The change will allow much greater precision in the display and logic of the fluids, along with mitigating the rounding issues and circuit network interactions.

So long and thanks for all the science
Kovarex's playthrough of the current 0.15 has been continued in good form early this week, with him making the transition from a main bus to a station/outpost based factory. Feeding his factories growing thirst has meant a lot of time is spent out in the wilderness securing greater and greater areas of land, to exploit for its mineral worth.

As a consequence of the research overhaul, the alien artifacts are no longer used for research. This has been a really well received change, allowing players to finished the game without the need to engage the biters. The motivation for expansion is really clear in the game now, you need to expand to secure more resources. A secondary consequence of this is that sometimes the biters are in your way, so you get rid of them.

However without the research needed them, the artifacts are only used in a few niche products, namely the fusion reactor and level 3 modules. The requirements of these few recipes was not very great, and very quickly the artifacts start accumulating in large numbers. When the player has his late game armor and weaponry, the clearing of biters nests becomes very quick, and it happens on a larger and larger scale. Such the number of artifacts you need to pickup increases. It becomes then that the process of clearing nests and destroying the spawners is very fast, but the time spent collecting all the loot becomes a tediously long and monotonous task after each victory.

So after some thought, it was decided the alien artifacts that spawners drop are no longer needed. Their original purpose was to add them as a sort of 'RPG' layer to the game, such that combat would reward you with the artifacts to upgrade your character. In the latest state of the game this motivation just doesn't work, they serve more as a distraction than an addition to the combat. We hope this comes as good news to a lot of players, please let us know your thoughts on this, as it is quite a big change.

Theme art revisited
Long time ago we have mentioned that we are working on new theme art series with external artist. Unfortunately that cooperation has failed but we never abandoned the idea of having high quality Factorio theme art for online presence propagation, wallpapers or maybe printable posters one day. We were (well still are) looking to produce a series of about 12 theme pictures kind of telling a story of a factory evolution in the game.

Recently things have started moving in this area again. We have teamed up with an italian artist Marco Turini living in Prague. Marco has rich experience in the comics industry (he worked for Marvel, DC Comics or Top Cow to name a few), he made official covers for some game-inspired comics (Assassin's Creed, Dark Souls and Deus Ex) and he has also experience from movie production both in Italy and Hollywood.

So far it seems like we are a good fit. From his side, he is interested in the job both from the perspective of getting deeper into the games industry as well as general Factorio ambience. And from our side he possesses all the qualities to produce what we are after.

Below you can check out a concept that Marco made as a testing project for us. This is NOT one of the pictures for the final collection, it is just a test to see whether our cooperation makes sense. That is why there is not too much sense in the picture with "cloned" objects in line. However the style is what matters here and that we find very fitting.



Oh and by the way, Marco is running a project to launch his 2017 Scifi girl calendar on Indiegogo at the moment. It is not Factorio related and some of the pictures are rather "spicy", but feel free to check it out, if that is your cup of tea ...

As always, let us know about your thoughts on our forums.
Oct 28, 2016
Factorio - HanziQ
Bugfixes
  • Fixed quickbar clearing wouldn't work when taking part of the stack. more
  • Fixed that mod browser sorting column would be ignored after using the search. more
  • Actually fixed Has Mods filter in browse games GUI more
  • Fixed that the "can't open enemy structures" error would show when it was never possible to open any GUI for the entity. more
  • It's now not possible to switch to the install-mods screen while there are mods pending deletion. more
  • Fix constant combinator ignoring item_slot_count prototype change after creation more

Changes
  • Tweaked map transfer algorithm.


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
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