Blog

Friday Facts #253 - Fans & Fun

Posted by Klonan, kovarex on 2018-07-27

Going through to-do list (kovarex) One of the many small tasks for 0.17, was to solve the occasional problem I had when I didn't notice that one of my trains didn't have the refuelling automated. One train out of fuel can halt all the train logistics easily, and sometimes it takes quite a while to notice it. For this reason, we added an alert for trains running out of fuel when in automatic mode.

Friday Facts #252 - Sound design & Map editor

Posted by Val, Albert, Rseding on 2018-07-20

New sound design Val: Do you remember the smell of the fresh air near the seashore? Can you describe, a forest that rumbles its trees after a summer rain? All that you hear and see goes right into your mind. All of our senses are connected with each other in our memories. When we feel at least one of them, our imagination brings the others. Sometimes, and even often, we can't see the object, but we can hear it! You can't see the wind, but you feel it and hear it! The bird is singing. You can't see it hiding in a bush, but you hear a beautiful song and can define the direction it comes from. The forest, the sea, the desert... Night and day. Clanking of a loading cannon and snoring of unseen monsters. That is what we are planning to do. To put the unseen colors of sound and add some feeling of life to the planet of Factorio. Even the emptiness has it's own voice... Albert: As you probably know, we are in a stage of polishing all the possible aspects of the game. Last week we were cooperating with Val, our new sound designer, and we spent the entire week defining new concepts for environmental sounds and sound effects. Also we were working on the sound of the biter nests and the artillery cannon. This is definitely a huge subject full of details that can really improve the play experience of Factorio. Here I can show you a work in progress of the artillery cannon: We have to tweak some behaviour of the entity in order to make it act more mechanical, but overall, the possibilities that sound design can bring to the game are really interesting. Compare the simple shooting of the cannon in the actual version with this proof of concept with all those details in rotation and loading. Of course this level of detail complicates the work a little bit, but I'm convinced it's worth it.

Friday Facts #251 - A Fistful of Frames

Posted by Klonan, posila on 2018-07-13

Factorio at the National Library of Technology Prague (Klonan) If you are in Prague this summer, and wanting to satiate your Factorio cravings, you can stop in to the National Library of Technology Prague, where Factorio is loaded onto 150 computers for all to play. Entry is free for all visitors Monday to Friday 08:00 - 22:00 until the 31st of August. The PC's are running Linux (Fedora), loaded with a custom build of the game HanziQ put together, and you can host LAN servers and play with your friends. On the 23rd of July we will be hosting our own Factorio LAN party at the library starting at 16:00 CEST (Prague time), so you can come along and play with us. It is advised to bring your own set of headphones if you are going to attend.

Friday Facts #250 - Dead end conclusion

Posted by Klonan, Twinsen on 2018-07-06

Mod portal features (Klonan) Sanqui has been quite effective these last weeks getting stuck in with the mod portal, so we have some interesting additions to talk about. Mod deprecation A modder can mark a mod as deprecated, which indicates they are no longer updating or maintaining it. The typical case is a mod will add something relevant for the current version of the game (E.G, a mod to scan the players starting area), and then an update to the base game makes the mod obsolete. Just deleting the mod could potentially cause problems for people playing an older version, people might ask what has happened to it etc. Marking as deprecated will keep the mod up on the portal, but it will be hidden from any public searches. This way people downloading using 'Sync mods with save' feature can keep playing, while new players won't stumble upon a mod that is no longer useful or up to date. It also preserves the downloads and discussions in case the author wants to revive it later. Collaborators It is often the case, that a mod author will want someone else to help them maintain and manage their mod, for instance if they are going on holiday when a major release is coming out. The way it has worked in the past, another modder would have to come and upload an updated version of the mod under their own name. Now a modder can set another player as a 'collaborator', which means they can help out will all the maintenance of the mod. Collaborators can do everything the author can do, except add or remove collaborators. You might also spot the other feature, transferring mod ownership. This lets the author give the mod completely to a collaborator, in the case that they are no longer interested in working on the mod at all. Discussions notice Mod authors can now display a notice above their mod page discussions, informing the users of any useful information. For example, an author might prefer you to report bugs on their GitHub page, so the notice will inform users of where they should go. An additional option allows the author to disable the discussions completely, in the case they have their own forum/thread somewhere for discussions. If you have any ideas for an improvement to the mod portal, please let us know on our Mod portal discussion subforum.

Friday Facts #249 - Dead end exploration

Posted by kovarex on 2018-06-29

While working on the GUI, we reached the infamous blueprint library, and we started talking about how to improve it. This lead to discussions about how we can improve the entire system of blueprints. The problem was not simple at all, and these discussions have been going on for a few days.

Friday Facts #248 - Not Saturday Facts

Posted by Twinsen, Rseding91 on 2018-06-22

Status report (Twinsen) On Monday June 18th, we marked the last version of 0.16 as stable. There were no major problems, so now we are almost exclusively working on 0.17. Work on 0.17 is progressing well: Regarding the new campaign, we are already internally playing a rough version of the new player experience. We are still trying to figure out the exact and final style and concepts for the improved GUI, but we have some GUI windows implemented in game already, plus many base widgets. We use those to get a feel of what works and what doesn't. The new graphics back-end rewrite is nearing finalization. A closed-beta branch was sent to a few players to test that rendering works correctly across different hardware. The rendering is faster and no major issues were reported so far. But there is still much to do, such as improvements to VRAM usage and many experiments with shaders. Since from the graphics department Albert is working on the GUI and V453000 is working on the new campaign, only Ernestas is left working exclusively on the entity graphics. He is reworking some more entities for high-resolution, so expect some teasers in the future. There are of course other small projects that are ongoing, such as improved pipe-fluid physics and improved map generation, but more on those when they are fleshed out. Oh, and our coding always goes as planned without any problems.

Friday Facts #247 - Pricing and its exploits

Posted by Klonan & kovarex on 2018-06-15

Regional pricing exploit (Klonan) Earlier this week I received an unusual number of support emails, some players were having trouble redeeming their Steam keys on our website. In each case, the key they purchased was not a key eligible for a Steam key. Our order/account system isn't the most intuitive, so let me explain the ways in which people can buy the game, and how it relates to our website: Our website - You buy from our website, and you get a key from the Humble checkout. You use this key to upgrade an account, and you can redeem a Steam key. Steam - You buy on Steam, which adds it to your Steam account. You then link your Steam on our website, which upgrades your account. Humble Store - You buy a Steam key, which you activate on Steam, and then follow the steps above. GOG - You buy the game on GOG, which lets you download the DRM free version. You can also redeem a retail key, to upgrade your account. So in the cases above, the only way to get a Steam key from our website, is by buying directly on our website. The players in question managed to get their hands on 3rd party retail keys. These retail keys aren't distributed for reselling anywhere, so the fact I was seeing a lot of emails coming in about these keys, was an indication something fishy was going on. The source of these keys is GOG, I double checked this my comparing some of the keys these people purchased with the list of keys we generated for GOG, and they matched. My first suspicion was someone cheesing the GOG return policy, buying the game, redeeming the key, and then refunding it. I emailed our contact and there were only 21 refunds in the last 3 months, so it was not the case. The second suspicion was that the GOG server was breached somehow. They reported no incident, but we disabled all the unredeemed keys anyway just to be sure. I checked with the list again, and none of the keys that we deactivated were used by any account. This led to the conclusion, at the very least, these keys were purchased legitimately. So people are legitimately buying keys, GOG confirmed sales had shot up in the last week. Then the question, where are the sales coming from? One last email to GOG and we had our answer: Russian Federation. The reason? We have regional pricing on GOG at parity with Steam, which means someone buying from Russia could buy the game for ~$8.30. Once they buy on GOG, they can redeem the retail key, and sell it for about $20 on a 3rd party site. So one clever guy saw this opportunity, and started buying the game hundreds of times on GOG. The immediate solution is to remove the regional pricing, and in the long term we may be able to implement some 'GOG linking' similar to the current system for Steam users. It is strange that it was only taken advantage of recently, as we have had regional pricing since our launch on GOG 2 years ago. It may be related to the recent price increase.

Friday Facts #246 - The GUI update (Part 3)

Posted by kovarex, Twinsen, Albert on 2018-06-08

Ok→Cancel versus Cancel→Ok (kovarex) A really strange debate started as a continuation of FFF-238. I insisted that the button order should obviously always be OK Cancel, as in any UI I see around. But little I knew, that this is actually specific to windows, and on Linux or macOS, the order is reversed: Eventually, we figured out, that we are not the first one trying to solve the problem. The solution we are now experimenting it sounds like a bad idea: "Make it so much different and Factorio specific, that the way it is done in your specific system will not interfere with your muscle memory". Which brings me to the load game dialog mockup:

Friday Facts #245 - Campaign concept

Posted by V453000 & Abregado on 2018-06-01

Being brought in to create content on a very mature project has been an interesting experience to say the least. One of the first things I did was analyse the features of the game and which kind of player the game currently supports. The obvious thing is that Factorio Freeplay strongly attracts and engages players who enjoy an open-ended sandbox type of game. Achievement statistics show that only about 11% of players on Steam have ever launched a rocket, which currently means 'won the game'. What about the other player types? Well for those that are new to the game, or unsure if they are interested, we will have the New Player Experience. This is a free, combined tutorial and demonstrator mission which we discussed in FFF-241. But what about those that prefer a guided experience? This is the sort of player who wants to play the game, and experience all of what it has to offer, but wants to be taken on a journey. For these players we have the campaign. Why do we need a new campaign at all? We find that the current campaign: Does not include all the Freeplay content as it currently ends after Advanced Circuits. Severely limits player investment by forcing a new factory to be built each mission. Does not convey the feeling of loneliness that the Freeplay does. Is showing its age visually, as it was made before high-res textures and the terrain rework. To solve these issues we have set about designing new Campaign elements to act consistently to provide the player with a guided experience all the way from Science pack 1 to Space science packs. The first step to achieving this is to have the map border expand each time the player completes a section of the main 'quest line'. This means that the player never loses any of their progress, and as long as these transitions are presented in a smooth way, the jarring effect of the old level restarts will be removed. Having a continuously expanding map presents many other challenges, but we are confident that it will be worthwhile. This style of level will fit with the style of Factorio much better. Such a map should also end up being as huge as a regular Freeplay environment so as to better place importance on exploration. Exploration in Freeplay is generally player motivated, such as when you are almost out of iron and need to find that next big patch. In a guided experience, letting the player know that there is something out there can give them impetus to dive into the unknown. This brings us to technologies. Now that we have removed level transitions, we have also shot ourselves in the foot. How else will we deliver the technology tree in chunks? Simply making the entire tree available from the start of the game will cause all sorts of balance issues. In our NPE discussion we stated that new recipes should only be given to the player via research. In the campaign, unresearched technologies will only be given by moving to given locations on the map. These would include some non-generated terrain and pre-placed factory structures to help to player see where they are. These could also help to show concepts and workable designs, one thing that the current campaign does do well.

Friday Facts #244 - Localised plurals & Modernisation progress

Posted by Klonan, kovarex, Posila on 2018-05-25

New Python developer (Klonan) Mobile users may see that the website is significantly easier to read today, that is all thanks to our new Python developer Sanqui. Apart from making our website more mobile friendly, we have a lot of tasks on the backlog that he will start working on soon. His first major task is to speed up and optimize the matching server, with which he is already making some progress. A bigger rewrite for the long term is underway, but in the last week he has reduced a lot of the slowness and timeouts people were seeing during peak times. He will be taking over our database management and web administration from HanziQ, as well as spending time cleaning up our codebase, maintaining our web services, and developing features for the mod portal.