Posts by Klonan

Friday Facts #379 - Abstract rewiring

Posted by boskid, StrangePan, Klonan on 2023-10-06

Let me show you around. That's our lab table and this is our work-stool. And over there is our interplanetary space-platform! And here's where we keep assorted lengths of wire. Whoa! A real live space-platform! We designed it ourselves. Let us show you some of the different lengths of wire we used.

Friday Facts #376 - Research and Technology

Posted by kovarex, V453000, Klonan on 2023-09-15

Hello, This week we will talk about some technology and research related changes coming in 2.0 and the Space Age expansion.

Friday Facts #374 - Smarter robots

Posted by kovarex, Oxyd, Klonan on 2023-09-01

Hello, today we are going to talk about some flying robot behavior improvements. Some of the problems we fixed were reported countless times, so I hope that some people will appreciate it :).

Friday Facts #372 - 2022 recap

Posted by Albert, Klonan, Twinsen, Vinzenz on 2022-12-30

Hello, another year has come and gone. We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about. Trust me we really want to tell you about it, and in time we will. There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now, the information would quickly become outdated and inaccurate. For now, we can offer this Christmas postcard Albert has made, which has a sneak peek of some new item icons. As well, we do have some other topics we can discuss.

Friday Facts #367 - Expansion news

Posted by Klonan, kovarex, V453000 on 2022-02-04

Hello, long time no talk, we've got some catching up to do... Almost 1 year ago (FFF-365) we said "we don't think that [the expansion] will take less than a year to develop". Well it has been less than a year and it is not finished, so we kept our word on that :). But while it might not be finished, there is a still a lot we have done so far.

Friday Facts #364 - 1.1 stable

Posted by kovarex, Klonan, boskid, Rseding on 2021-01-29

1.1 stable kovarex Hello, we have a stable version! When we were releasing the 1.0 FFF-360, we actually stated that there were "around 150 bugs on the forums and around 80 internal tasks to be solved". These were obviously minor issues, things hard to reproduce or very rare problems. In other words, it was quite reasonably stable, which normally goes without saying when it comes to Factorio stable versions. But it proved to be a mistake wording it this way, since some media picked up on it and presented it as a "fairly bugged release". So I'm pretty thrilled to finally get to the point, where we actually have 0 known issues and 0 active bug reports on the forums. Its like cleaning the kitchen properly, so you can start cooking something fresh. More about that next week! For now, we want to go over some of the features of the 1.1 that you might have missed until now if you've been sticking with stable 1.0.

Friday Facts #363 - 1.1 is getting close

Posted by kovarex, Klonan, V453000 on 2020-11-13

1.1 is getting close kovarex I have been tracking the amount of tasks and forum bugs required to finish 1.1 since the 1.0 release. This allowed me to get quantifiable feedback whether we are actually keeping the timeframe of the 1.1 release reasonable, or digging too deep and expanding the scope too much. If we extrapolate the graph, the 1.1 experimental should be ready next week.

Friday Facts #361 - Train stop limit, Tips and tricks

Posted by Klonan on 2020-10-09

Hello, we finished with the regular Friday Facts series, and yet, there is still so much we want to talk about. I want to clarify, that we are not going to release FFF every week, but there are a few of them coming in the near future.

Friday Facts #359 - Crash site: The beginning

Posted by Klonan, V453000 on 2020-08-07

0.18 mods will be loadable in 1.0 Klonan With 1.0 approaching, we want to ensure that the day of the launch goes as smoothly as possible, and shows the game in the best light. Something that would really work against that would be if the update broke a bunch of mods and disgruntled all of our most dedicated players. So we are making efforts to ensure that mods that work in 0.18, will work without any update needed in 1.0. Theoretically this isn't so difficult, as the 0.18 release structure has meant that mods have maintained compatibility with all the latest changes, and in essence 1.0 will just be a small update of 0.18. However it does take a bit of special handling: 1.0 will allow mods marked for 0.18 to load. The mod portal will show 0.18 mods when browsing in 1.0. Avoiding breaking mods also means we need to be very careful with changing anything, even something as simple as renaming a sprite can break dozens of mods. I think we never realised how easy it is to break mods before we started this new release structure. Big apologies and big thanks to all the modders who stuck with us through these breakages. We hope that what this effort means, is that on the day of 1.0, players new and old alike can login to the mod portal and have a very large catalog of mods they can enjoy right away, and that the modders can relax and enjoy the game instead of worrying about updating all their work. However, we cannot say 100% that all mods will work, it is possible one of the features in 1.0 (like the new nuke or alien decoratives) will break some mods.

Friday Facts #358 - Alien decoratives & Polluted water

Posted by Jitka, Klonan, V453000, posila on 2020-07-31

Launch party cancelled Jitka The COVID pandemic around the globe is making it really hard to plan any event these days, and we were pretty optimistic just a few weeks back. However the situation here is now changing for the worse it seems. The number of positively tested cases of COVID here in Czech has been increasing in relatively high numbers every day for the past two weeks, and the restrictions are again taking place. In Prague, face masks are required to be worn again where more than 100 people gather indoors, no events over 500 people are permitted as of last week, etc. The current uncertainty together with the fact that at least half of the invited guests will not be able to attend the party (including some members of our own team), have led us into making a tough decision: we have decided to cancel the Factorio 1.0 release party we were intending to throw on 4th September 2020. For those of you who already purchased a ticket(s) - the full ticket price will be refunded. We hope there will be another opportunity to meet you all in the foreseeable future, but for now, please accept our apologies for any inconveniences caused. This wasn't an easy decision for us to make, but we believe it is the right one.