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Friday Facts #330 - Main menu and File Share Shenanigans

Posted by Twinsen, wheybags on 2020-01-17

The main menu rework Twinsen Up until I looked at the source code, I was always confused about the differences between "Start campaign", "New game" and "Scenarios". New game seems like the same thing as "Scenarios"->"Freeplay", but are there any differences? We then later added a few more bonus scenarios, but they are hidden in the scenarios menu, with no explanation about what each is, what to expect or if it works in multiplayer. I believe it's very important to communicate to new players information about the game's content. It's also important to show that freeplay is the intended way to play. So all this prompted me to rework the main menu a bit. I started with the structure. The structure always seemed odd to me, compared to what I'm used to from other games. Important options like "Load game" are lost among options that are never used (like "Replay game"). So I came up with a new structure. It looks like this: Continue Single player New game Load game Multiplayer Host new game Host saved game Browse public games Browse LAN games Connect to address Map Editor New scenario Convert save Settings ... Mods About The first new thing to notice is the "Continue" button. Since "start the game and continue my last save" is probably the most common thing players will do, it makes sense that there is an option for this right at the top of the main menu. The button will contain the name of your latest save. Pressing it will immediately load the game and get you in game. Due to implementation complications, for now it only handles save games and it will NOT connect you to the last server you played on if your last play session was multiplayer, but I might implement that if it's highly requested. Next, everything was grouped into either Single player or Multiplayer. There are much fewer options, since "Replay game" was moved as a small button in "Load Game", and every way to start playing the game was moved to the new "New Game" GUI. The "New game" GUI shows all the ways to play the game. It also groups them nicely, places freeplay on top, shows a description and even a nice image. This GUI is used for new game, multiplayer hosting and map editor, thus simplifying the menu quite a bit. For modders, scenarios can now contain a description.json file. In the file "order" determines the sorting in the New Game GUI; "multiplayer-compatible" determines whether the scenario is shown when trying to host multiplayer games. "multiplayer-compatible" was added to description.json file of campaigns also.

Friday Facts #329 - Campaign reassessment

Posted by Klonan, Abregado, V453000, Wheybags on 2020-01-10

Merch store open again Klonan Our e-shop is now open again after taking a break over the holidays and new year. We have also restocked our new Factorio sew-on patches, so if you didn't manage to pick one up over the last weeks, now is your chance to order one.

Friday Facts #328 - 2019 recap

Posted by Klonan on 2020-01-03

Hello, The office here in Prague is still 'closed' until next week, so not much is happening (so our team can rightfully rest). Things will get cracking again on Monday, and our first task is to get 0.18 done! For that reason, the FFF today is a little on the short side.

Friday Facts #327 - 2020 Vision

Posted by Albert, kovarex, Klonan on 2019-12-27

2020 Vision Albert, Klonan 2020 is going to be quite an exciting year for us. We have our 1.0 date set to the 25th of September, and there is a lot of preparation to do. It is no doubt to any of us that we would not be able to have any success without the great community that has developed for the game over the last years, and the support of all our players and fans. As is almost tradition, Albert has prepared a commemorative postcard/wallpaper to celebrate the last FFF of the year. Click to view full resolution Here's to a great year to come!

Friday Facts #326 - Particle emitter & Data cache

Posted by Allaizn, Rseding, Klonan on 2019-12-20

More particle optimisations Allaizn Rseding's recent optimisations of the particle system (FFF-322) made particles much more lightweight than they were before, but it still left particles as rather complex beasts. A quick summary of the possible actions a particle can make during it's update: Move their own position. Advance their animation to another frame. Land in water and apply a trigger. Apply another trigger with a certain frequency. Remove themselves from the game world once their life time ends. What makes this complex is that triggers are general purpose systems that can do all kinds of things, including creating and destroying entities, fire, smoke and other particles as well as playing sounds or recursively applying even more triggers. In other words: applying a trigger is an "anything can happen" situation and thus totally unpredictable, which in turn makes optimisations extremely hard.

Friday Facts #325 - New Explosions and Particles

Posted by Albert, Dom, Klonan on 2019-12-13

Hello, The year is wrapping up, and we have been hard at work finishing off some topics before we take our Christmas break. As you can imagine, releasing any new version of the game without a few weeks to do bugfixing wouldn't be wise, so you can rest easy this holiday period without the worry of a surprise 0.18 release.

Friday Facts #324 - Sound design, Animated trees, Optimizations

Posted by Jitka, Ian, Albert, Allaizn, Rseding on 2019-12-06

Factorio logo patches Jitka We would like to introduce our new fabric Factorio logo patches, which are now available at our e-shop. These sew-on embroidered patches are ideal for clothing, hats, backpacks, etc. The dimensions are 2.5 x 12 cm. As we are uncertain how large the demand for these patches is going to be, we have only limited stock available at the moment. Please note that our online store ships only once a week every Wednesday, and it is highly possible that the orders placed now will not be delivered before the 25th or December, this applies especially for orders shipped outside of Europe.

Friday Facts #323 - Animated water

Posted by Albert, Ernestas, posila on 2019-11-29

Water animation - Concept Albert Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs, trees, decals, and constantly improving the map generation for a better feeling. But apart from biters and the factory, nothing else moves in this Factorio planet. So the environment is nice looking but it feels somehow unreal due this lack of motion. Today we proudly present the first experiment in this area: Animated water. This animation doesn't try to grab your attention, it's just there. Slowly moving. I personally bet that this animation, with the proper sound design, will provide the natural feeling that the planet needs.

Friday Facts #322 - New Particle system

Posted by Klonan, Rseding on 2019-11-22

Release plans Klonan This week we released version 0.17.79, and marked it stable. Internally we have been calling this 'Stable 3', and the main feature was the new tooltips we showed in FFF-318. There is one constraint we put on ourselves when we started this more swift feature release schedule: We want to avoid breaking mods. This is easy enough in principle, don't start renaming things, don't remove API features, etc. However as we develop further, there are certain features and improvements that we can't realistically do in a way that won't break mods, such as the new Character GUI (FFF-289), and color correction (FFF-320). It is for this reason that we are going to accumulate some of these mod breaking changes, and release them all at once. Since it will definitely be breaking mods, we will bump the major version number, so it will be 0.18.0. We have already internally started merging in these 0.18 features into our master branch, so we will not be doing any more 0.17 releases (unless something absolutely catastrophic is discovered).

Friday Facts #321 - Countdown

Posted by kovarex, Klonan on 2019-11-15

1.0 date kovarex Hello, we feel that the Factorio development is taking way too long. The approach "It is done when it is done" was serving us well to deliver a high quality product, but if we continued this way, we would be doing it basically forever. A lot of us don't have any problem working on Factorio for some more time, but the main problem is, that we would like to introduce new features and content instead of just polishing parts that are already present in the game. We also considered, that the game is quite polished now, and if we just pushed the button to release 1.0, it wouldn't be a catastrophe. From our perspective, a lot of things wouldn't be finished, but from the perspective of a new player, the things we are working on now are mainly nitpicks. With this in mind, we decided to just specify a 1.0 release date publicly, so we have to stick with it. We will just focus on the most important aspects as we approach the date, and we just do whatever we have time to do. Once the 1.0 happens, we can have some rest and after that, we can finally focus on the content and features again. The date is 25th September 2020. Future edit: The new date is August 14th, 2020 (FFF-349). Version 1.0 does not mean that development on the game will end, or that Factorio is 100% finished. When we have a better idea of what we will be working on after the 1.0 release, we will let you know.