Hello, 3 days to go!
Hello, It's time to speak about more Gleba. Some changes, and also something new...
Hello, last week you've seen how Gleba looks, it's time to get a glimpse of what you can do there. With the idea of being a biological planet full of life, it seems reasonable to expect our engineer is about to harvest some of that. We already have ways of harvesting nature, specifically trees. On Nauvis we either just hit them with an axe enough times, or later our construction robots take care of that friendly forest devastation. These tools aren't quite up to speed to be a part of a mass-production chain in our factories, though... Both of the Nauvis methods are initiated manually so not the best for automation, and the trees don't grow back - so once an area has been harvested, you need to move your operation further.
Hello, Today we're going to take a look at a feature some of us have dreamt of changing for years now - the beacon transmission. The main purpose of beacons is to allow massively increasing your production in the late game while being more than just a module or a faster machine. To make use of beacons you need to adjust your building layout for them. Beacons succeed in this role, but...
Hello, It's Earendel back for another electric adventure. You got your first look at Fulgora in FFF-398. (If you haven't read that already please read that first.) Now let's take a look at the new planet's mechanics.
Hello, I have an irresistible urge to tell you a little story. I'm sure you come here for stories, don't you?
Hello, In the last FFF-386 we covered the natural landscape of Vulcanus which mostly showed the visuals, but as you are probably aware we always put gameplay first. Now it's time to find out what kind of greater good you can do to the planet...
Hello, Several FFFs ago we have shown you what a Space platform can look like (FFF-373), today we would like to explain how they work in a bit more detail.
Hello! The code refactor of rails presented last week is great, but the motivation for such a task wasn't quite just some shape changes for rails. As explained last week, we can now define any kind of rail shape, and we had some very specific shapes in mind all along...
Hello! There are certain areas in Factorio that we haven't really had the courage to change for a long time. One of those areas has been the rail system...