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Friday Facts #165 - Death by a thousand cuts

Posted by Rseding91 on 2016-11-18

Mod settings Right now when you want to customize a particular mod you have to: Know what folder the mods are stored on your computer Unzip the mod Figure out what line of which file has the thing you want to change Save and optionally re-zip the mod Hope what you changed is compatible with the way the rest of the mod works The game also forces everyone playing on the same multiplayer session to have identical mod files so any changes you've made make it impossible for you to join others unless they also have made those changes. This also makes it difficult for mod developers to troubleshoot bug reports because they don't know what you might have changed. This is obviously not so great and I want to address the main problem: there's no good way for mod developers to give users any portable way to configure their mods. To fix this we're going to add the ability for mods to define settings that will be presented like our in-game options menu now under a new section "options -> mods". This will let mods give some basic information about what kind of setting they have and we can present it to the player in a (hopefully) nice GUI with verification and feedback about why what they've entered isn't valid (if it's not valid) as well as the ability to change them runtime should the particular setting allow it. We can then sync these settings on joining multiplayer sessions (or not should you not want your settings to carry between games) and everything will just work.

Friday Facts #164 - Nuclear power

Posted by kovarex on 2016-11-11

Hello!

Friday Facts #163 - New rails & New problems

Posted by V453000 on 2016-11-04

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.

Friday Facts #162 - Theme Art Again

Posted by Klonan on 2016-10-28

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:

Friday Facts #161 - Infinite Research and Blueprint Library

Posted by Tomas & kovarex on 2016-10-21

Hello, Pretty much half of the office has been sick in the past week, but that still hasn't stopped us from progressing in the development of your favourite pollution-generating game (though I have been playing some Cities skyline recently and there you can screw the nature around quite creatively as well).

Friday Facts #160 - Playtesting

Posted by kovarex on 2016-10-14

Hello, once I changed the science packs for 0.15 , I had to do a playtest to have a feel of how the changes affect the game. I finished it just before writing this post: This was the first single player playthrough in a long time, so there was a lot of new findings. I also enjoyed all the new features, like blueprint book, auto trash, train conditions etc. These were little things but they helped a lot.

Friday Facts #158 - The end of the 32 bit era

Posted by kovarex on 2016-09-30

Hello, another friday and another Facts. It has been 3 years already without a single friday facts missing. I didn't expect that!

Friday Facts #157 - We are able to eat paper, but we don't do it

Posted by kovarex on 2016-09-23

Hello, we have written a lot about multiplayer in the past weeks, it started by the reports at the beginning of the rewrite, and now it finishes with our reports of mega games being played. But as most of our time still goes to bug hunting to achieve 0.14 stable as soon as possible, I just can't help myself:

Friday Facts #156 - Massive Multiplayer

Posted by Tomas on 2016-09-16

Hi all, sometimes, writing FFF feels like spitting out blood - there is simply very little to write about. Yet the Factorio blog subscriber crowd is there and waiting ... Sometimes it is the opposite and there is abundance of interesting topics available. Today it is the latter case. Enjoy!