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Friday Facts #211 - The little things

We are aware that we don't add so much content to Factorio these days. The reason we always state is that we are focusing on polishing and finishing the game. There are a lot of little things and details (some call it quality of life improvements), that don't look that awesome when reviewed one by one, but once they accumulate together they should make a big difference in the game experience. I'm going to talk about some of them now, but don't be afraid that we won't add anything new in the 0.16, as the work on the artillery train has already started and it is probably going to be epic :).

Blueprint connection


One of the problems with blueprints and ghosts was when you create blueprint of this:
Entities don't connect in the blueprint itself, so it looks as ugly as this:
Once you build the blueprint, it looks like this until it is actually constructed:
This bugged me, but the solution wasn't so straightforward. The logic of connecting entities is based on the them being actually placed somewhere on the map, but in the blueprint, the entities kind of exist "in the air". So I had to make special piece code for connecting entities in blueprints. I only cared about the visuals of belts, walls and pipes, so the code wasn't that complex after all. The looks like this in 0.16:
Next step was to make special code to connect ghosts entities together (and also normal versus ghost). This was the most tricky part, as we needed to make sure to not connect the internal transport lines of belts when doing so. Otherwise, the ghost belts would just work as normal belt :). We also needed to avoid ghosts of connected gates to not interfere with opening/closing logic of existing gates etc, but it works now and this is the result of the built blueprint now:
You can see, pipes are still not connecting. They are more delicate, as it would be harder to make the connections without affecting the performance of the pipe transition logic. We might either just not do it for pipes, use some special trick later, or wait until the fluid flow gets optimized. The optimizations would probably mean that the fluid control logic would be handled externally like belts, which might simplify things regarding the fake connections.

Blueprint and mods


We described the problem in fff-201. Basically, blueprints with modded content would lose all their modded content whenever you load a game with the related mod deactivated. There is no going back, once you activate the mod again, the items are still lost. The solution of this was one of the first task to Tom, one of our new programmers. Now when the blueprint is being loaded and it encounters entities that are no longer available, the original binary source of the blueprint and some additional meta data is saved along the blueprint, so once the mod is activated again, it can be fully revived. Blueprint with modded content.
How it looks in the blueprint library when the mod is removed.
Preview of the blueprint that indicates where are entities that are not available now.
As always, let us know your thoughts, ideas and feedback on our forum.


[ 2017-10-06 13:52:08 CET ] [ Original post ]

Factorio
Wube Software LTD. Developer
Wube Software LTD. Publisher
2020-08-14 Release
Game News Posts: 506
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (164072 reviews)
The Game includes VR Support
Public Linux Depots:
  • Factorio Linux64 [306.86 M]
  • Factorio Linux32 [300.1 M]
Available DLCs:
  • Factorio: Space Age
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.

Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.

Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.

What people say about Factorio


  • No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
  • I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
  • Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube

MINIMAL SETUP
  • OS: Linux (tarball installation)
  • Processor: Dual core 3Ghz+Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.3 core. DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260. Radeon HD 4850 or Intel HD Graphics 5500
  • Storage: 3 GB available space
RECOMMENDED SETUP
  • OS: Linux (tarball installation)
  • Processor: Quad core 3GHz+Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: OpenGL 4.3 core. DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti. Radeon R7 360
  • Storage: 3 GB available space
GAMEBILLET

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