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Factorio - Optimising Factories & Slaying Monsters [SpaceChem fans get in here]

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Updaaaate:

Hello, we just released the new version 0.4.1, it is mainly bugfix release.

Warning: Replays are still not 100 % accurate and can desynchronise

Features:
Smooth (precise) rolling stock placement.
Rotating while building affects the direction of the rolling stock.
Rolling stocks can be disconnected from both sides.
Bugfixes:
Fixed the pump buildability.
Rail signals connect to more than one rail when connected to junction.
Fixed memory leaks related to train path searching.
Fix of building station desynchronising the replay.
Don't show the contents of the cursor when map is stopped.
Fixed bug in connecting rolling stocks across crossroads.
Fixed crash when removing rails in rail crossings.
Fixed crash when not selecting research while the inserter had already his science pack on the way to the lab.
Stop train when riding manually and switching to automatic mode.
Fixed bug of crash (and other problems) when riding rolling stock after it was rotated.
Fixed a bug of crash after removing train stop on circular rail.
Cannot rotate train stop and rail signal after built.
Fix of crash when splitter with connected transport belts was rotated.
Fixed bug in setting up the train while reversing
Changes:
Shorter flying text duration (2.5s instead of 3s)
Graphics:
Added accumulator charging animation.
Draw ending/starting pieces of underground belt and splitter.
New transport belt to ground sprites.
Scripting:
Added entity.vehicle property.

Hello guys,

Factorio 0.4.1 has just been released!

This is a bugfix release to the 0.4.0 update that has been made on Friday. The 0.4.0 has been tested by the guys at the forum and in 0.4.1 we provide bugfixes to the things they found. Let's have a look at the biggest changes introduced in the 0.4.0 and 0.4.1.

The main theme has been the trains. Connected rolling stocks form a train. The trains can be assigned schedules of stations to visit. In the station the train can be loaded / unloaded an refueled. There are also semaphores to guide trains in the railway network. Apart from this we have also fixed some bugs in how railroads and rolling stocks work. Further information about how railway transportation works is available at our wiki.

Apart from the trains we have added quite some functionality to the electricity. There are three new elements for energy distribution: the medium electric pole, the big electric pole and the substation. They all have different properties and are appropriate for different situations. Also there is the long awaited accumulator. Now finally even in night the factories can be protected from the alliens by the laser turrets.

We have invested a lot of time into the tuning the determinism. The game is now (almost) fully deterministic. This is a necessary first step towards the multiplayer. Players can see our effort in action already in the replay functionality. Because of the determinism limitations the replaying functionality works only on the games that has been played within the same version with the same sets of mods all the time (and started in 0.4.1).

As usual the release contains a lot of fixes and extensions in the scripting. As a result some of the 0.3.x version of the mods (especially those using a lot of scripting functionality) might cause errors with the new version. This can be repaired by using updated mods (when that happens). As before, the new version is compatible with all the previous saves. We really don't want the players to lose the games they have spent so much time with.

After the long time of waiting we have added more Linux support. Next to the .deb package there is now a generic .tar package available for download. This is aimed at the more experienced users who will be able to deal with the dependencies themselves.

That was longer than expected. The release details are available as usual on our forums. Time to go for a run to clear the head:)
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Whoa, just noticed there will be a co-op mode? Dope. Co-op sandbox sounds like a fun way to kill a couple hours.

Yeeeeeeeeeeees. Soooo cool. Cant wait for that, supposedly hitting with next months update.
 
Got this for my birthday, so although slightly late, I can finally join on the fun. Started the campaigns anew, and am currently at 2-1. However, the thought of my factory disappearing at the end of the stage is kind of a bummer, so I'm considering starting a freeplay game.

Several questions:

1) Has anyone progressed much further in the campaigns? Is it worth it?
2) Generated maps seem to have awful tile collisions, particularly jagged edges where water and any terrain other than grass meet. Is this normal? Is there any way to avoid it other than generation a map with only grass?
3) I had a Stone Wall blueprint in the campaign mission, which needed Stone Bricks... and no way to make those. Is this a hiccup in the newest release, or are you supposed to unlock bricks later on?
4) I can't see the option to turn off creeps in the freeplay map generation. It's not like I'd use it, but perhaps I'm using the wrong option from the menu to start a free play game?
 

InertiaXr

Member
Got this for my birthday, so although slightly late, I can finally join on the fun. Started the campaigns anew, and am currently at 2-1. However, the thought of my factory disappearing at the end of the stage is kind of a bummer, so I'm considering starting a freeplay game.

Several questions:

1) Has anyone progressed much further in the campaigns? Is it worth it?
2) Generated maps seem to have awful tile collisions, particularly jagged edges where water and any terrain other than grass meet. Is this normal? Is there any way to avoid it other than generation a map with only grass?
3) I had a Stone Wall blueprint in the campaign mission, which needed Stone Bricks... and no way to make those. Is this a hiccup in the newest release, or are you supposed to unlock bricks later on?
4) I can't see the option to turn off creeps in the freeplay map generation. It's not like I'd use it, but perhaps I'm using the wrong option from the menu to start a free play game?


1. Been a while since I played but I believe it's just a blurb or two at the beginning of each level, then you basically build up a factory like normal. I don't even remember if I finished all of the campaign levels, I went into freeplay quite quickly.
2. When you generate a map in free play, you can change the 'terrain segmentation' to make it look a little nicer, but that basically just makes all the different areas bigger, not the edges 'fitting' together any better.
3. Stone walls are made with 5 stone bricks, which are made in a furnace with coal and 2 stone ore per stone brick.
4. Hit "~" to open the console and type:
In Freeplay mode: glob.untilnextattacknormal = math.huge
In Story/Demo mode: glob.attackfrequency = math.huge
 
1. Been a while since I played but I believe it's just a blurb or two at the beginning of each level, then you basically build up a factory like normal. I don't even remember if I finished all of the campaign levels, I went into freeplay quite quickly.
2. When you generate a map in free play, you can change the 'terrain segmentation' to make it look a little nicer, but that basically just makes all the different areas bigger, not the edges 'fitting' together any better.
3. Stone walls are made with 5 stone bricks, which are made in a furnace with coal and 2 stone ore per stone brick.

Damn, I never even thought of putting stone into a furnace. Probably because it makes no sense whatsoever. :D

4. Hit "~" to open the console and type:
In Freeplay mode: glob.untilnextattacknormal = math.huge
In Story/Demo mode: glob.attackfrequency = math.huge

Ah, I see, so I'm not missing any different play mode, it's just a console command. Thanks a lot for this and the other tips! :)
 
Is anyone still playing this? I switched to freeplay and I'm not looking back. Here's my current setup; this automatically produces everything up to green and red science packs, feeding them into a farm of six labs surrounded by double stone walls and nine autofed turrets. Three factories produce green packs in paralel since they take so long to make:

Factorio%20Freeplay.jpg
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Is anyone still playing this? I switched to freeplay and I'm not looking back. Here's my current setup; this automatically produces everything up to green and red science packs, feeding them into a farm of six labs surrounded by double stone walls and nine autofed turrets. Three factories produce green packs in paralel since they take so long to make:

Just waiting for the next version which is supposed to hit within a few days which is going to add:
COOP, FUCKING WOO.
 
Just waiting for the next version which is supposed to hit within a few days which is going to add:
COOP, FUCKING WOO.

Yep, was reading about it. Complete gamechanger in more senses than one, I wonder if some of us will be driven insane as their meticulously designed, clockwork factories are tinkered with by other players, and swear off coop forever. :D

By the way, although I guess by now everyone will do it, my pic above illustrates another thing I've learnt to be essential, and that is to use chests as buffers pretty much every single where. This has huge advantages:
1) If the supplier of a good (factory, drill, whatever) stops producing for whatever reason, its clients and the rest of the chain can continue producing smoothly thanks to the buffer.
2) Conversely, if a client stops, its provider/s can continue production, feeding the buffer.
3) If at any time you need some of an intermediate good, chances are the buffer chest will have what you want.
4) If you need to clean up a conveyor belt or otherwise find a bunch of intermediate goods in your inventory you want to get rid off... yes, that's right, drop them into the chest.
5) Finally, they provide a really great feel for what steps in your production chain are bottlenecking the whole thing (the buffer chest stays empty even if you manually filled with handcrafted goods), prompting you to add redundant assemblers/mills.
Crazy how a simple chest and two inserters can add so many advantages!
 
The 0.5 update is up (in "experimental"), but seems to include no multiplayer yet.

I'm also starting to run out of steam in free play. I researched pretty much everything but stat upgrades and the planetary defense thing, have a factory that automatically and efficiently produces all three science packs and feeds them to protected labs, and even built a train and a working set of tracks with stations (for which you need to create "drop-shaped" loops so that they can turn), and finally I built a solar array that can power the entire thing during the day and still charge a park of accumulators for the night. Not sure where to go from here. :D
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
The 0.5 update is up (in "experimental"), but seems to include no multiplayer yet.

I'm also starting to run out of steam in free play. I researched pretty much everything but stat upgrades and the planetary defense thing, have a factory that automatically and efficiently produces all three science packs and feeds them to protected labs, and even built a train and a working set of tracks with stations (for which you need to create "drop-shaped" loops so that they can turn), and finally I built a solar array that can power the entire thing during the day and still charge a park of accumulators for the night. Not sure where to go from here. :D

You could try the challenges from the SP campaign, they are a bit more difficult than Freeplay.But yeah, other than that its just waiting for more content for now.

They initially wanted to include MP in 0.5.0 but pushed that back to 0.6.0 in next month :(
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v 0.6 said:
Features:
World map (opened by the M key). The map is refreshed around the player and radars.
Small version of the world map acting as persistent minimap.
Player can request things directly from the logistic robots.
Added steel and electric furnace.
Added modules, these can be inserted into assembling machines and furnaces to upgrade their properties.
Added beacons, can broadcast module bonuses to nearby structures (for now use old lab graphics).
Improved terrain generator (trees now follow the fractal generation as well).
More feedback in updater.
Show list of content (entities/items) removed from the map when it is loaded.
This can happen when some mods are missing, or some prototypes were removed.
Light around cursor in god controller.
Additional information shown when loading game (map version, list of mods, etc.)
Slot icons hinting on some slot functionality (like tool / armor / etc.)
Alert when objects are being damaged / turrets are firing.
Game can be paused anytime (by default SHIFT + SPACE).
Changelog is shown after update and accessible in About->changelog.
Graphics:
New lab graphics.
New chests graphics.
New terrain graphics.
New stone furnace graphics.
New logistic robots graphics.
New car graphics.
New fish graphics.
BugFixes:
Fixed bug with incorrect sum in the flying text.
Fixed bug of switching of order of internal gui elements (typically in the
electric network gui after dragging)
Transport belt doesn't pull player out of the edge of it (like items), so player
won't be almost trapped on faster transport belts.
Fixed crafting queue overlaying the quickbar.
Updater protocol should now behave slightly better with firewalls.
Fixed bug with rail path planning on cycle rail.
Optimisations:
Game render and update can run in different threads.
Optimisation of the game render.
Parallelisation of the render preparation (number of threads is configurable).
Transport belt simulation optimisations
Changes:
Assembling machine and furnace use the ingredients when they start creating the product.
Rotated tool equip gui. Gives more space to right side block.
Updates and tweaks in the demo scenario.
Labs are dedicated to backers (displayed in entity info).
Simplified burner logic (burner inserter, miner, car, locomotive), it shows the power consumption now.
Use relevant energy values as fuel value (coal fuel value = 8KJ etc)
Scripting:
Added textfield gui type with text property.
Adjust the maximum cover distance of electric pole dynamically depending
on the pole with biggest reach.
New field "stack" (contains name, count) for entities on the ground


Known issues:

Minimap can look little bit funny when walking around sometimes without multisampling.
Problems with rails, we just made the game report it sooner, to find the cause
Replay button was disabled (until we synchronise replays again)

tl;dr Still no MP, Map + new furnaces + modules + speedup.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Toma you lazy bastard, what's taking that multiplayer so damn long?

Considering they dont even mention MP atm, I'd wager MP is going to arrive the next time Mars, Jupiter, Earth, Saturn and the Sun align.

I am sure they get to it eventually, but adding MP is an involved task and I dont mind getting new features in the meantime since I wont be playing it until MP again anyway. Besides, the Indie Games thread is keeping me plenty busy, so oh well.
 

efyu_lemonardo

May I have a cookie?
Considering they dont even mention MP atm, I'd wager MP is going to arrive the next time Mars, Jupiter, Earth, Saturn and the Sun align.

I am sure they get to it eventually, but adding MP is an involved task and I dont mind getting new features in the meantime since I wont be playing it until MP again anyway. Besides, the Indie Games thread is keeping me plenty busy, so oh well.

excuses!!


don't kill me, I love your threads and your impeccable taste in games
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Might jump back into it for 0.7:

Factorio 0.7.0 (expected release in the August 2013):

Combat mechanics.
More enemy variety and inteligent enemy behavior.
Standard Campaign and Scenario Pack Extension.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
This is pretty cool not sure how I missed it the first time around.

You'd be surprised at how many interesting threads you miss daily on Gaf. So much stuff that only pops up on the frontpage for like 30-60 minutes and then its gone forever.

Glad you are interested, though. Fantastic game.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
0.6.2 + 0.6.3. said:
The mac version of the 0.6.3 release is be delayed as slpwnd is away now.
0.6.x is the first version where we use multithreading, and as we expected some unexpected problems occurred, we hope we fixed it all :)

Version 0.6.2

BugFixes:
Fixed a minor possibility to get stuck in demo level 1.
Fixed wild train acceleration.
Fixed crash when mining rail signal before the train.
Fixed walking while filling script-generated text field.
Belt to ground cannot be fast replaced with the belt to ground of the same type but different rotation.
Fixed freeze when setting game speed to 0
Fixed stack splitting on linux (right click on stack)
Fixed graphics settings checkboxes for mining drill arrows.
Correct rounding and SI prefixes for power and energy.
Proper centering of custom guis on creation.
Adjust the size and count of machines info displayed in the electric network gui to screen size.
Too fast scrolling when game speed is set to faster than 1.
Fixed moving on the map while in the vehicle.
Fixed crash when disconnecting character while crafting.
Scripting:
Fixed crash when removing items from character's inventory.
Changes:
A little more predictible behavior of picking items up in god mode.


Version 0.6.3

BugFixes:
Player lost one item when right clicked on full stack, now it does nothing.
Fix of crash when mining pipe to ground in some special setups.
When manually connecting electric poles, limit the distance by the pole with smaller reach.
Correct error messages invalid settings is set when starting new map.
Multithreading related crashes.
Scripting:
Fix of game stopped for ever when creating two message dialogs in one tick, creating more message dialogs in one tick now creates a queue, and player gets to see them all.
The game doesn't crash when unlock recipe modifier is used in market, although, the gui interface should be upgraded. (Price is not shown in the tooltip, and is not understandable that you are not buying the item, but the recipe. There is no indication, when you already have the recipe, this will be added as feature later, this is bugfix release.)

0.6.4 said:
It contains just 3 bugfixes, we hope this to be the future stable release for 0.6.x :)
Please note, that the mac version is not included, as Tomas is still away, but will be soon.

Version 0.6.4

BugFixes:
Fixed WinXP compatibility.
Fixed updater problem when updating over multiple versions of packages on Linux and mac.
Fixed reversed positions of red/green cable on small electric pole

Bug Fixes.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
The work on 0.7 is coming to finish. We will keep the (updated:)) deadline - the end of September. As mentioned before the update will be heavily focused on improving the enemies and the combat system.

This release is hard. Probably the hardest so far. We are moving forward very slow. After a week of struggle when we would close 3 issues a day but open 4 more, we are on under 20 issues left. And there are tons of non-trivial balancing problems left for us. The combat system hasn't turned out to be as much fun as we wanted. There are structural problems (the world is 2D so no jumping, the space around enemy bases is not limited, it is a 1 vs. N fight for now, the enemies are quite passive "waiting for you to attack" so you can use the laser turret strategy, etc.) But now it is definitely much better than before. The end result is that you can make better weapons which will make fighting the enemies much easier. So it sort of comes back to having good production and then defeat the enemies with technological advantage rather than going there with a sniper rifle and destroying them with a skill. That might be a good thing after all because this is a game about building and production and the original purpose of the fight has been to eat the resources.

As for the "quiteness" on the forum. I think that it became a sort of a pattern that before the release the forum goes a bit quiet. We are busy with finishing the release, the bugs from the previous release has been found, the features discussed, etc. Yes we should do more sneak peeks now and there. On the other hand I don't really intend to bother people on details of our everyday work (wake up - work - lunch - work - brainstorm - leisure - work - sleep).

Apparently 0.7. still set to release end of september if they didnt hit any new big issues in development. Still no MP though, and rather combat improvements (which are direly needed).
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Version 0.7.0 finally out:

Hello, we just released 0.7.0.
P.S. Linux release is postponed, because of technical reasons (until tommorow).

Features:
The factory now produces pollution. Pollution is visible on the map after pressing ALT key. Pollution is mostly produced by mining drills, things that burn coal, assembling machines and modules.
Enemy creepers were replaced by small, medium and big biters.
Enemy turrets were replaced by small, medium and big shooting worms.
Enemy attacks are triggered by pollution accumulated around their base (no time based attacks from the script anymore).
Enemies move and attack in groups.
Enemies wander around their base when they have nothing to do.
Enemies call for help when attacked.
Enemies can create new bases.
Added new weapons / ammos: shotgun, combat shotgun, explosive rockets.
Added upgrades (research) for all types of ammo and for laser turrets as well.
Added concept of capsules (usable items). Capsules are used from quickbar. Quickbar shortcut (1-5 shift 1-5) applies the capsule at mouse position. Current capsules: basic grenade, poison cloud capsule (doesn't damage buildings), slowdon capsule (doesn't work on buildings), combat robot capsules (spawns robot(s) that fight the enemies)
The player movement is slower when he is shooting (differs per weapon).
Added Modular armors with placeable equipment. The armor is opened by right clicking it. Equipments can be: night vision, speedup exoskeleton, energy sources, batteries, energy shields, laser defense, discharge defense
Weapons have different damage types, entities have different resistances.
Added production statistics similar to the electricity statistics. (on the P key by default)
"Shift-build" - when building with shift the settings of the last built entity of that type are applied. This works for assembling machine, smart/logistics chest and inserter, includes circuit network wiring and internal settings.
Laboratories and mining drills are module compatible.
Logistic robots try to not mix different items in storage chests if possible.
Placing resources now uses the "autoplace" mechanism as well (see lua data files).
Better labeling of map generation parameters (swapped frequency and size), frequency and size are less dependent on each other.
Automatic updates can use proxy server.
Gui:
Extended tips and tricks.
Mark missing elemental ingredients in the recipe tooltip as red.
Show cooldown of weapons/usable items in the slot.
Debug settings can be changed in game (F4 triggers the gui).
Flying text notification when a train has no path.
Automatically connect rolling stocks into trains when placed nearby with indication.
Show direction of train stop when to be built/selected.
Show connected/to be connected rails that are selected/to be build
Double click in load/save dialog opens/saves the game.
Technologies in the technology gui are sorted (using order string)
Graphics:
Replaced enemy placeholders (units, turrets).
New selection boxes.
New arrows for inserters / mining drills.
Changes:
Removed the filter inserter (merged with smart inserter), all filter inserters are transformed into smart inserters.
Land mine has bigger damage radius and trigger.
Disabled loading of saves before 0.3.0 version (You can use 0.6.4 to load any old saves and re-save them).
Enemies can destroy all player creations they find (not only labs, turrets, logistic robots, train and player as it was now)
Long hand inserter puts the item into the distance 2 (instead of 1).
Decreased the car health from 2000 to 500, laser from 350 to 250.
Increased the wall health bar from 200 to 350 and increased health of most of the player structures.
Enemy spawners and turrets slowly regenerate health.
Electric pole connects to all poles in the reach with no common neighbour. The limit of 5 connection per pole stays. Building electric poles with shift pressed builds it without any connections.
BugFixes:
Straight belt pushes items from the center to one of the sides, so randomly inserted items on belt shouldn't cause stucks in the U turns.
Indestructible objects are now handled properly in the path finding.
Fix of game being very slow with lots of logistic robots with no place to put items (no free storage chests).
Fixed several critical bugs in the map editor.
Fixed of confused logistic system when rebuilding logistic chests
Shortened number format works properly for large negative numbers.
Fixed script crashes when using god mode in freeplay.
Fixed armor relative protection (It was inversed and 10% protection made 90% instead)
Player inventory didn't get autosorted when item was crafted or delivered by logistic robot.
Player crafting gui didn't get updated (number of items craftable), when player recieved items from logistic robots or dropped item on ground.
Fixed sharp edges in new maps.
Fixed crash when player hovers ammo placed in quickbar.
Fixed bug of losing bonus production in furnace/assembling machine when the output slot is full (the production will stop instead).
Item tooltip is updated when the item on selected slot changes and closed when the slot is cleared.
Optimisations:
Mining drills deactivate when the resources run out.
Speedups in the path finding (though path finding around very big lakes is still slow).
Speedups in enemy movement.
Scripting:
Fixed lua gui element#isvalid function, it threw error when the element was invalid.
Added lua object for entity/item prototype. All prototypes can be aquired by game.(entity/item)prototypes.
Added (readonly now) way to access tiles by game.gettile(x.y) (provides name property and collideswith method)
getenergy method additionally works for Lamp, Lab, Electric turret, Accumulator, Car, Locomotive and Solar panel.
The onchunkgenerated event is now called for all chunks, even for the starting area and for chunks created in map editor.
Modding:
Result of shooting, projectiles, capsules and items used in general, is now specified by our small but powerful effect framework.
Added way to migrate/rename entity/item prototypes.
Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua.


downloadable on https://www.factorio.com/download/experimental and also by automatic update, if you have checked the experimental release updates.

After some discussion in the forums, the devs decided to post weekly updates/post about the game on fridays :)
Hello,

recently we had a lot of discussions on our forum about interaction with the community. You can have a look at the details . The result is that we have realized, we have done a poor job in providing updates about our progress. And we have decided to change it.

This is a first blog post from the "Factorio Friday Facts" series. Every friday we will sum up our weekly progress here. This will include insights into what we have been working on, what is planned, sometimes art sneak peeks of course occasional fun facts from Indie game developers live.

All right, let's have a look at what we have been up to in the past week. The single point of focus for the whole team has been finishing the 0.7.0 release. This release has taken the most development time so far. Partly because we were getting our attention together after the holidays and partly because there was a LOT of work to be done:) Actually most of the changes are under the hood (combat framework, AI routines, pollution modelling, etc.) but their results will be well visible in the game.

Just a taste of what is coming. The biggest change is probably the overall shift in enemy logic. Before they were simply controlled by the lua script behind the scenario. Now they are more autonomous and integrated in the game. This is because of a new concept we have introduced - the pollution. Pollution is produced by the factory (mining drills, furnaces, etc.) and then spreads in the world. Some objects can actually lower pollution (for now only trees). After a while the deadly pollution clouds arrive to the enemy spawners. The spawners "clear" the pollution but in turn produce an "angry" biters (new name for our basic class of enemies). After certain period of time, all the angry biters from the local neighborhood are sent together to the closest local optimal pollution source to destroy everything that they find there. This follows a simple logic: you destroy their environment - they get angry - they attack you / your machines. For now there is no way to deal with the pollution in the "peaceful" way, but there will be in the future. You can imagine pollution clearing machines or even making pacts with enemies to tolerate pollution in exchange for providing them with supply of resources. Anyway this changes the game significantly. It is not enough to fortify the labs / radars now. You need to protect your whole factory / keep checking the pollution levels and examine from which direction the attack will come (the pollution is visible on the map after pressing the alt key).

For Albert (our graphic) the release has been especially challenging because after months of working on machine design he had to completely shift his style and model the enemy units and structures. The result are three new biters and three worms taking up a lot of MBs in the package:) Last week Albert spent with the most difficult structure - the enemy spawner. In the end we didn't put it into the release, because it still needs to be tweaked and better integrated, but it is definitely coming in one of the following bugfix releases. Apart from that Albert also spent some time preparing a new set of selection boxes and arrows. He was correct that the old ones "were hurting the eyes". You can check an example of new boxes in the screenshot below (personally I am really fond of them, that is why I share them here).
fff-1-huds-1.jpg
fff-1-huds-2.jpg
fff-1-huds-3.jpg


Since the release is rather big we have spent the last week mostly by fixing bugs and solving small remaining issues. AI behaviors are especially tricky to test because they are often not exact or easily reproducible. The final count of solved issues in the 0.7.0 has stopped at symbolic 111. Couple of them done at the very last moment:) After this sprint we will now take some rest over the weekend and start preparing the plans for the next update. Next month will be especially interesting because we will start actively preparing for the Steam greenlight campaign. This will require further graphical polishing in the game (namely player animation) and most importantly a new trailer. We already have couple of ideas and for sure we will discuss them with the community on the forums.

And finally the fun fact. During release compilation on our Linux virtual machine we got an error: "Virtual memory exhaust, cannot allocate more memory". Factorio code is getting really big. So there is no Linux build until we fix this:|

Well that would be it for now. The 0.7.0 release is actually out already, you can read more details on our forum . It is still experimental and it will probably take some time before it stabilizes, but if you don't mind the bugs then go ahead and give it a spin.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
fff-3-terrain.jpg


:-o

The image is just a preview, a composition made for seeing how entities are related to the new terrain tonality. It's supposed that by seeing the image you have a clear vision if the terrain works or not.
Here we don't really care if the electric pole is not connected or if the transport-belt-to-ground is coming from anywhere. What it matters is that you have a good contrast with the machines.
Hope this explanation is helping to the next one who discovers that the chests are a never used old versions, or the railroad is overlapping itself at some point.
Nevertheless I'll try in future previews to be more "realistic", in order to don't make any confusion.

lol
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Hello, we just released the experimental release of 0.8.
We didn't have the time to do as much testing as planned, so bugs are expected.

Features:
Construction robots that can be used to automatically repair and reconstruct damaged structures.
Roboport - the home, charging point and transmission provider for the logistic and construction robots.
Recreated the new hope campaign (now 4 levels instead of 2).
Redesigned the map editor (separate editing layers, brush / spray / cursor tool, better character edit gui)
Structures keep their damage when mined and built again.
Structures can be manually by the player repaired with repair-pack.
Chests inventory size can be limited.
Inserters always work for loading/unloading in the train station, even when facing the gap between wagons.
Guis for item selection (i.e. inserter filters) uses Item Group tabs.
Zooming to cursor (like in online maps) in god / ghost controller, map and map editor.
Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items.
Wiring cables in the map editor.
Graphics:
New terrain graphics. Terrain is composed of tiles of different sizes (1x1 up to 4x4)
Laboratory has a light source.
Option to turn off showing pollution in minimap even when the detailed info is on.
Flickering light of furnace and boiler.
Highlighted chunk edges in paused game grid.
Cloud shadows over the terrain.
Changes:
Unified all machines to show energy consumption (maximal) in entity info description.
Player starts with one burner mining drill and one furnace in the freeplay.
Unified the crafting time, crafting time 1 is now equal to 1 second of manual crafting. Crafting speed of assembling machine is relative to the speed of manual crafting.
Disabled loading of saves before 0.4.0 version (You can use 0.6.4 to load any old saves and re-save them).
Disabled technologies are not visible as continuation in the technology preview window.
Bugfixes:
Fixed bug with the game being slow when the player was moving after the display was resized.
Fixed lack of correction of tiles when the tile with invalid neighbour is created. (grass in deep water for example)
Fixed of crash when trying to play a game with autosave interval set to never.
Fixed bug of wrong connection of pipe to ground when rotated.
Fixed incorrect calculation of mining speed of mining drills showed in tooltips/entity info
Fixed crash when viewing electric network info and the pole was removed or disconnected from the network.
Fixed bug with armor being insertable into the mining tool slot.
Fixed bug of the assembling machine with modules inside rebuilding.
Fixed bug with inserter not taking items from more stacks of the container when needed.
Fixed crash when connecting smart/logistic chest that was fast-rebuilt to circuit network.
Fixed directions of movement of disconnected/connected trains while the train is moving.
When manually controlling the train movement, the back/forward direction is determined by the direction of the currently occupied locomotive.
New inserted station to the train schedule are inserted under (instead of above) the currently selected station.
Stricter rules for enemy expansions.
Fixed shift building of smart inserters with green wires.
Fixed unlimited length of wire when shift building smart inserters.
Fail silently when player data cannot be loaded.
Configs are saved before unloading graphics and sound.
Optimisations:
Enemy spawners are deactivated when there is no enemy force nearby.
Balancing:
Increased mining speed of burner mining drill.
Increased the life time of defender robot from 30 to 45 seconds.
Changed the recipe of defender robot, instead of 2 steel, it requires piercing bullet magazine
Increased the range of the rocket from 20 to 22.
Decreased the range of medium worm from 25 to 20.
Scripting:
Added onplayercrafteditem event.
Added read/write property currentresearch to LuaLorce.
Added the option to create and manipulate the checkbox gui element.
GameViewSettings to control what is shown in the game view.
LuaUnitGroup valid and members attributes.
Lua API call to check if path finder is busy (game.ispathfinderbusy).
Lua API call game.findnearestenemy.
Lua API call unitgroup.startmoving.
Lua API can read and control the wind.
Lua API to control the train (LuaTrain).
Added heldentity to the LuaEntity (only for insterters).
Zooming can be controlled in the lua script.
Lua API to read / write the mouse cursor.
Building the entity from the cursor.
Lua API to control god's flashlight.
Lua API to read / write player cursor stack.
Lua API to read fuel value, group and place result of LuaItemPrototype.
Lua API to read / write player states (riding state, walking state, mining state).
Lua API to check and start driving
Lua API to write entity orientation (works only on biters so far).
LuaTile has a field valid.
Added methods read and write pollution (game.pollute/getpollution)
Fixed crash when manipulating not generated LuaTile.
Fixed the bad coordinates of area in onchunkgenerated event for negative coordinates.
Modding:
Enabled migration between different entity types.
Moved PathFinder settings to map_settings.lua
Added energy per hit point to rolling stock prototype (energy_per_hit_point).
Changed the energy specification in energy source from number to the energy amount format (J/W).
Changed mining drill specification to use mining_power instead of mining_speed and mining_speed instead of effectivity.
Moved light cone specification into data (character, car, locomotive).
Mods can specify allowed combinations of neighboring terrain tiles.
Known Issues:
there are ocasional "thin lines" in the generated terrain
on Mac OSX 10.9 the game crashes during shutdown (configs are saved)

0.8 released, and this is the changelog in case anyone is curious.
 
Dragging this thread up from the depths

I decided to listen to Toma and finally tried the demo and it's awesome. When I first heard of the game, I assumed it was just construction, but now I see it's a mix of real time mining and crafting, exploration, and combat with the whole building element. Really like the art style and it's quite addicting to see your synchronized network of machines working together.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Dragging this thread up from the depths

I decided to listen to Toma and finally tried the demo and it's awesome. When I first heard of the game, I assumed it was just construction, but now I see it's a mix of real time mining and crafting, exploration, and combat with the whole building element. Really like the art style and it's quite addicting to see your synchronized network of machines working together.
Good man.
 
So I got the full game. Have a question: I played through the first two campaign missions, are there more?

Even though I'm sure I downloaded the alpha and it has other options like the map editor, etc., a screen came up after the second mission saying that this was the end of the demo content...
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
So I got the full game. Have a question: I played through the first two campaign missions, are there more?

Even though I'm sure I downloaded the alpha and it has other options like the map editor, etc., a screen came up after the second mission saying that this was the end of the demo content...

There are some levels after the demo missions, but the main game is the freeplay. Try building a big, self sustainable factory. There are plenty of factory parts that you dont have in the missions.
 
This game has vehicles, power armor, and exosuits?! That's so cool, so happy I got this.
Only weird thing about the visuals is that your guy is so blurry up close, while everything else looks clearer.

Also quite surprised the game did so well on Indiegogo. Maybe I'm kind of jaded because I've seen so many promising campaigns never got the support or attention they deserved, but was there any reasons why its campaign was so successful (besides it being a good game)?
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
This game has vehicles, power armor, and exosuits?! That's so cool, so happy I got this.
Only weird thing about the visuals is that your guy is so blurry up close, while everything else looks clearer.

Also quite surprised the game did so well on Indiegogo. Maybe I'm kind of jaded because I've seen so many promising campaigns never got the support or attention they deserved, but was there any reasons why its campaign was so successful (besides it being a good game)?

Nope, no other big names attached to it. The whole production queue thing is just a concept thats way underserved and caters to a specific kind of person who loves to play these games. You should check SpaceChem if you like Factorio btw, sort of similar niche that is filled.
 
0.9.0 has been out since Friday, although it's not the official release so download at your own peril
The 0.9.0 will probably be "very experimental" which is a diplomatic way to say that we expect a lot of bugs to come up:)
The oil industry brings the oil spills, the pumpjacks, the refineries and a recipe redesign. We took the opportunity to do some more significant changes to other existing recipes as well. We went after having more "meaningful" intermediate products than before. The car will require an engine, the robots will need a flying robot frame, the rocket is made from the explosives and the list goes on ... . The feeling from the internal playtesting was more interesting gameplay compared to before when everything was made from the iron plates and circuits. However the result will be that most of the existing factories will just stop working. You can either take it as a challenge to get it up the speed or just start the new game :)
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Because I felt like it (and to motivate me to jump back in, here is a best of for the new features since the last time I played):

Features:
  • Blueprints. Blueprint item allows the player to select the area that will be copied into the item.
  • Construction robots that can be used to automatically repair and reconstruct damaged structures.
  • Roboport - the home, charging point and transmission provider for the logistic and construction robots.
  • Recreated the new hope campaign (now 4 levels instead of 2).
  • Oil industry.
  • fluid storage tank.
  • Trains
  • Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).
  • Added basic accumulator.
  • Gui styles (changeable by mods).
  • Biomes. Gives more variation to the nature, tends to generate similar types of vegetation close together.
  • The factory now produces pollution. Pollution is visible on the map after pressing ALT key. Pollution is mostly produced by mining drills, things that burn coal, assembling machines and modules.
  • Enemy creepers were replaced by small, medium and big biters.
  • Enemy turrets were replaced by small, medium and big shooting worms.
  • Enemy attacks are triggered by pollution accumulated around their base (no time based attacks from the script anymore).
  • Enemies can create new bases.
  • Added upgrades (research) for all types of ammo and for laser turrets as well.
  • Added concept of capsules (usable items). Capsules are used from quickbar.
  • Quickbar shortcut (1-5 shift 1-5) applies the capsule at mouse position. Current capsules: basic grenade, poison cloud capsule (doesn't damage buildings), slowdon capsule (doesn't work on buildings), combat robot capsules (spawns robot(s) that fight the enemies)
  • World map (opened by the M key). The map is refreshed around the player and radars.
  • Added steel and electric furnace.
  • Added modules, these can be inserted into assembling machines and furnaces to upgrade their properties.
  • Added intermediate recipes (engines for cars needed instead of only plates etc)
  • Added / updated sounds for player actions (building, mining buildings, crafting, inventory move, gui click, etc.)
  • Overall new style, new objects, new everything
  • Decorative Objects
  • Added a shit ton of modding options
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Just because it looks so damn cool, a pic taken from the Factorio forums of a first factory by a player:
6uiv.jpg
 
Toma, in one Indie thread post, didn't you see less than 5000 people had played the game or something like that? It's up to 12,120 now

The trailer is getting a lot of exposure on Reddit so that should attract more sales today
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Toma, in one Indie thread post, didn't you see less than 5000 people had played the game or something like that? It's up to 12,120 now

The trailer is getting a lot of exposure on Reddit so that should attract more sales today

Yeah, it was below 5000. I have no doubts about this game eventually being somewhat successful, its too good not to be and everyone playing it is madly in love with it.

Will get a cult following like SpaceChem, I am sure.
 

Orgun

Member
Got sent the trailer, tried the demo and instantly bought it.

This has gotten it's hooks deeeeep into me, even dreamt about factory layouts and more efficient production lines.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Got sent the trailer, tried the demo and instantly bought it.

This has gotten it's hooks deeeeep into me, even dreamt about factory layouts and more efficient production lines.

Such an amazing game, really need to get around to starting it up again.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
0.10 out!
Haven't seen MP yet though.

MP is a running gag at this point :p

And the patch notes:
Version 0.10.0

Postby kovarex » Fri Jun 06, 2014 6:39 pm
Hello, the experimental version 0.10.0 is here

Features:
Environment sounds. Active machines close to the player create a small factory orchestra.
Proper volume settings for master volume / effects volume / etc.
Map generation string - stores seed and settings for sharing map conditions.
Clipboard copy & paste (useful for map generation string, updater username, updater password).
Station names can be changed in the train stop gui.
Burner inserter will use item with fuel value for itself when it has empty inventory.
Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying).
Flying text indication for items collected while placing a building (for instance a rotated transport belt).
Cargo wagon can have filters in the inventory.
Blueprints copy circuit network connections.
Updater can now detect some problems caused by firewalls.
Graphics:
Dust effects when building is placed.
Added new doodads for dead desert (dead trees, dead trunks, stones, grey grass, etc.)
Different inserter hand drawing logic (now including hand shadows).
New icons (circuits, steel, copper plate, inserters, etc.)
Puff of smoke when locomotive stops.
New steam engine graphics.
New radar graphics.
Gui:
Proper research unit tooltip in the laboratory gui.
Save game gui tweaks (Enter key in text field saves game, text field starts with focus)
Scenario message dialog resizes when the image is too big.
Whole language name in locale dropdown.
Slots with filter have a blue background (both in quickbar and in cargo wagon).
Highlighted item in inventory (when hovering over corresponding recipe) is blinking.
More polished loading screen.
Sound:
Working sounds for most of the machines (inserters, assemblers, furnaces, steam engines, labs, etc.).
Sound effects for car and trains.
Changes:
Disabled loading of saves before 0.6.0 version (You can use 0.6.4 to load any old saves and re-save them).
Miners in blueprint are ignored when no resource present, instead of blocking the whole blueprint.
Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values.
Smoother car acceleration and braking.
Changed walls/pipes/pipes to ground/boilers/pumps collision boxes logic. It is possible to walk between diagonal (not connected) walls now, but when connected, there is no space inbetween.
Backer names are used for Locomotives, Roboports and Radadars.
Optimisations:
Parallelised map generation, the hiccups when new part of map is generated should be smaller or non-existent.
Reduced the saving time (autosave included).
One very long path search will not block path finder for others. This should fix a bug with stuck biters.
Bugfixes:
Fixed that inserters had switched the closed/open hand pictures.
Load game dialog scrolls to the selected item (that can be off screen).
When there are more items than 4 in the entity info (i.e. smart inserter filters), the first 4 are shown.
Limited (and sorted) the amount of items in the finished game gui.
Fixed crash when using fish capsule in the god mode.
Prevent negative overflow when mining resources.
Unused pipe connections (in chemical plant, assembler) are passive (they don't connect with other pipes).
Fixed crash: "Can't insert to this EnergySource"
Fixed unloadable save with train in station with no stations left in schedule.
Fixed that radars could explore the same chunk when their progress ended in the same moment.
Solved that items on ground in the way of electric poles were lost when building by dragging.
Fixed bug with hovering in the map editor over assembler gui output.
Game won't crash when the modlist.json is corrupted.
Fixed bug when effect from beacon was applied twice after load.
Fixed crash when previewing a technology with "give-item" modifier.
Inserter's logistic condition is copied when building inserter from blueprints.
Fix of the window hanging out of the screen at start.
Fixed the crash when a blueprint is moved to the quickbar with filter for blueprint selected.
Fixed the inserter not working properly when loading a train wagon on junction.
Fixed crash in the beta level 4 when player dies.
Fixed typo in beta level 4 when explaining oil industry.
Fixed wrong connection of newly built train wagon to train in some cases.
Fixed that some of the capsules couldn't be fired repeatedly by holding the button.
Fixed that player wasn't notified about items collected from belts when rebuilding them with different direction.
Fixed crash when loading save where entity with electric energy source has been removed because same mods are not installed.
Fixed problems with unicode characters in the path when updating.
Game doesn't crash when no scenario is selected in custom scenarios screen.
Corrupted saves don't crash the game to desktop, just give an error message.
Scripting:
API to take game screenshots.
Simple API to write to disk (makefile, removepath).
Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer.
Added set/get/clear filter methods to access inserter filters
Added set/get/clear requestslot to access requester chest requests.
Added set/get/clear methods for circuit conditions.
Changed the game.disableminimap to read/write value of player.minimapenabled.
Added lua interfaces to force to get/set modifiers
Expanded connetneighbour-method
Removed the crash when die/destroy is called on the dying entity in the onentitydied hook.

Also they posted this:

Really cool to see that this game is picking up some well deserved PR finally.
 

Aureon

Please do not let me serve on a jury. I am actually a crazy person.
^
When graphics are fully done, if it can get a decent push through Steam, this game will make it's makers RICH.
And they deserve every penny.
 

INTERNET

SERIOUS BUSINESS
Just played the demo and its preeeetty dope. Dumb question, is there a key to cancel out item placement? Like if I choose power poles and place one, do I always have to deposit the rest back into my bottom bar to get the pointer back?
 
Factorio now has multiplayer
https://www.youtube.com/watch?v=Kmi1lDRoBcc
- First version of the multiplayer. Only co-op mode. Simplistic UI. Requires a public IP address for connecting to. Tested mostly on LAN. Replays of MP games don't work yet. Number of players is not limited.
- Added gates, they open when friendly player comes by. Gates built on straight rails become rail gates.
- Added a tank. It is way more durable than a car. It has its own set of weapons.
- Added spitters. They are a next evoluton step of biters with a ranged (spitting) attack. They are spawned in their own spawners (different mask color) but only after evolution reaches 0.3.
 
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