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Friday Facts #223 - Reflections on 2017
It almost seams that our team never stops. To be honest, even on the Christmas eve, when everything was over and family went to sleep, I couldn't resist to stay up for little while to fix a few things :)
The 0.16.8 also finishes the buffer chests. The promises from last FFF materialized in this update. Requester chests always have priority over buffer chests, and by default request chests don't even request from buffers chests, only player and construction. This is what we feel is the most common use-case. But as we don't want to limit the possibilities, so the behaviour can be manually changed.
Jakub Dvorský, the head of Amanita design, said that projects tend to be more creative in the fist 3 years of the development, while the last 2 years are more about tweaking, polishing and finishing. I feel exactly the same about Factorio. Most of the creative work has been done, and we focus more and more on finishing the game. We've said it before, that the game will be finished and released during this year and we mean it this time. There is even the joke in the office that the game is always to be released 'next summer', which never comes. But this time we really really mean it, we want to finish the game in 2018. Finishing doesn't necessary mean no new stuff for Factorio, it might even mean the opposite. Why? Because we will have all of our technology/graphical/design debts paid. Debts from the past we solved this year:
The initial Factorio commit was done 31.3. 2012, so Factorio is in the development for 5 years 9 months. I did this kind of comparison in fff-88 which was even before the steam release, I hope you don't mind if I compare it with the current state. Our effort in numbers:
As always, let us know what you think on our forum.
[ 2017-12-29 21:55:06 CET ] [ Original post ]
Hello, this is the last Friday of 2017, and as such, the last Friday facts of this year.
0.16.8/9 is out
It almost seams that our team never stops. To be honest, even on the Christmas eve, when everything was over and family went to sleep, I couldn't resist to stay up for little while to fix a few things :)
The fluid balancing changing follow-up is in this release
- Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
- Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
- Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
- Lowered barrel fluid capacity from 250 to 50.
(So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
- Decreased barrelling crafting time from 1 second to 0.2 seconds.
The overall feeling we had was that fluid wagon capacity is too large, fluid trains have to barely move around, and waiting for the wagon to be filled often takes too much time.
We also wanted to make sure, that wagon with barrels just can't hold more fluids compared to fluid wagon, because even when barrels are generally more work to handle, it is not what you would intuitively expect.
With the fluid wagon separation gone, the main advantage of barrels is not capacity, but versatility. They can be combined with other barrels of different kind, or items in the train, they can be limited by the inventory limit, or easily filtered by filter inserters, transported by robots, belts etc. This advantage seems to be much more intuitive and I hope it makes sense now as whole with the removal of the fluid wagon separation to you.
The buffer chest finalization
The 0.16.8 also finishes the buffer chests. The promises from last FFF materialized in this update. Requester chests always have priority over buffer chests, and by default request chests don't even request from buffers chests, only player and construction. This is what we feel is the most common use-case. But as we don't want to limit the possibilities, so the behaviour can be manually changed.
The 2017 recapitulation
Jakub Dvorský, the head of Amanita design, said that projects tend to be more creative in the fist 3 years of the development, while the last 2 years are more about tweaking, polishing and finishing. I feel exactly the same about Factorio. Most of the creative work has been done, and we focus more and more on finishing the game. We've said it before, that the game will be finished and released during this year and we mean it this time. There is even the joke in the office that the game is always to be released 'next summer', which never comes. But this time we really really mean it, we want to finish the game in 2018. Finishing doesn't necessary mean no new stuff for Factorio, it might even mean the opposite. Why? Because we will have all of our technology/graphical/design debts paid. Debts from the past we solved this year:
- We stabilized 0.14, which meant the rewrite of the multiplayer internals based on our experience form the first version, and we now have something that seems to work quite reliably.
- We went back and created high-resolution variants of the vast majority of the graphics.
- We revisited the terrain and decoratives for the last time to make an environment we are content with
- We integrated blueprint usage into network games by allowing them to be copied between players, and allowed them to be moved between individual save games.
- We have rewritten most of the internals of how GUI works for 0.16, which should simplify additions related to GUI in the future.
- Opened the subject of interactive mini tutorials, far from finished, but we are getting the experience there as well.
- Tightened the user integration of mods, once the new mod portal site (which shouldn't be as unusably slow as the current one) is done, it will improve the usability of mods a lot.
- Improved programming productivity internally by getting rid of boost, improving compile times, extending automated/heavy/valgrind tests on the server, and starting more elaborate internal documentation. So many more problems are discovered early on, and people spend less time figuring out what is wrong.
- Improved Factorio link time in Visual studio. This was done by Rseding91, who provided the visual studio guys with Factorio sources and kept bothering them until they tested that and improved C++ link time in the 15.5 Visual studio release. The final release of Factorio with all optimisations and link time code generation took 45 minutes to compile and link, and now it takes 3.5 minutes. This sped up our release time quite a bit.
Almost 6 years of Factorio in numbers
The initial Factorio commit was done 31.3. 2012, so Factorio is in the development for 5 years 9 months. I did this kind of comparison in fff-88 which was even before the steam release, I hope you don't mind if I compare it with the current state. Our effort in numbers:
- In development for 1106 → 2099 days.
- 88 → 221 public releases.
- 14 082 → 34 686 commits in the master branch.
- 204 917 → 465 550 lines of code, 546 339 → 1 258 939 words and 7 693 483 → 17 517 675 characters, this is equivalent to 15 → 35 average books.
- 20 791 → 56 947 different sprites with 54 114 147 → 336 907 147 non empty pixels.
- 1492 → 5034 resolved bugs (only counting those reported on our forums).
- 3027 → 7670 lines in the changelog.
- 56 500 → 341 000 Youtube videos
- 403 000 → 1 900 000 Google hits of Factorio.
- 75 146 → 303 773 forum posts
- 11 704 years of combined playtime played on steam.
- and finally 74 914 → 1 200 000+ copies sold.
- 2.7 → 0.42 lines of code per one buyer
- 12.7 → 16.5 commits per day or
- 2.7 → 6 Youtube videos per one sprite
- 2.3 years of playtime per resolved bug report
- 4 months of playtime per one commit
- 9.1 days of play for each line of code
- 18.2 minutes for each pixel
As always, let us know what you think on our forum.
[ 2017-12-29 21:55:06 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.
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
- 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
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