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Friday Facts #278 - The new quickbar
The proposal was first mentioned more than 1 and a half years ago, in FFF-191. Since then, we kept mentioning it in our blog posts and players kept asking about it. After a lot of back and forth within the team on whether we should implement it or not, and how it should work, we finally have it almost ready for 0.17.
To refresh your memory: the quickbar is changed from being a separate inventory to simply a shortcut bar to the player's main inventory. It will mostly work like the current quickbar, except item slots can only be filters. This means that when you place, for example, an Inserter in the new quickbar, it creates a shortcut telling you how many inserters of that type you have in your main inventory. Clicking the shortcut, will grab the first available stack from the inventory. That shortcut will stay there throughout the game, even if the inserters are depleted temporarily. This solves quite a few annoyances:
A suggestion that quickly gained traction was the ability to configure and switch between multiple pages of shortcuts, not just two. So the new quickbar is actually 10 pages of shortcuts that you can configure as you like: e.g. a page for general factory building, a page for combat, a page for building trains, a page for building outposts, a page for oil processing, a page with utility blueprints. It's up to the player to configure these pages as they like.
When clicking on the button next to one of the selected pages, a page selector will open which shows all 10 pages of shortcuts. You can then easily select what page(s) you want to actively use and see on the main screen. The number of pages visible on the main screen is configurable. The page selector also acts as an extended action bar, allowing you to quickly grab an item or blueprint that you don't commonly use, or allowing you to quickly configure your pages. The default keyboard shortcuts changed a bit: keys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page. So an advanced player will be able to quickly swap pages to build what they want.
A feature for more advanced players is the ghost cursor: When selecting a 'buildable' item from the quickbar or when using the pipette tool, if you have no items of that type in your inventory, a ghost will be placed in the cursor instead. It's a common situation where for example you build something and you run out of inserters. So instead of crafting more or running to the other side of the base to get more, you can place ghosts, continuing to focus on designing what you are building instead of being distracted.
To avoid confusion for new players, this feature is off by default and can be turned on in the interface settings menu.
This is still work in progress, since big changes are also coming to the blueprint library. The plan is that you will be able to create shortcuts for blueprints from the blueprint library. This means you can place your most commonly used blueprints and books in one of the shortcut pages and use them directly from the blueprint library without clogging your main inventory.
There was some talk following last weeks GUI progress update, as to why we don't release now, and finish the GUI's during the experimental phase. One major clarification I'd like to make, is that it is not only the GUI that is not yet finished. While GUI is currently the largest task remaining to be done for 0.17, there are still some other non-GUI features that are yet to be completed:
The new fluid system (FFF-274) is almost complete, but it is yet to be merged into master. After internal testing we have been making efforts to tune the new behavior, specifically how throughput over distance and flow with different fluids works.
The new Biters and Worms have been showcased already in previous blog posts (FFF-259, FFF-268), and the last puzzle piece is the new Spitters. Alongside a graphical update, we have also been experimenting with some functional changes to the enemies.
We presented our most recent developments on the map generation in FFF-258. Since that post, there have been some further planned changes and improvements, specifically to the placement of tiles, biomes, trees, doodads, cliffs.
It seems to always be the case, but $nextUpdate is going to be the biggest Factorio release so far. While some initial playtesting shows that most things are stable, we have yet to have our typical office-wide week/fortnight of playtesting and tweaking. Inevitably things that we need to solve will come up during this playtesting, so it would be unwise to release before it is complete. There are also over 50 unsorted bug reports in our forum, which we will need to sort through. Looking over what is left to be done, It is clear to me that the release won't be ready in January. When we are ready to release 0.17, its launch definitely won't be a surprise. We will announce the exact date in the FFF at least the week before. As always, let us know what your think on our forum.
[ 2019-01-18 13:28:45 CET ] [ Original post ]
It's finally here
The proposal was first mentioned more than 1 and a half years ago, in FFF-191. Since then, we kept mentioning it in our blog posts and players kept asking about it. After a lot of back and forth within the team on whether we should implement it or not, and how it should work, we finally have it almost ready for 0.17.
The quickbar
To refresh your memory: the quickbar is changed from being a separate inventory to simply a shortcut bar to the player's main inventory. It will mostly work like the current quickbar, except item slots can only be filters. This means that when you place, for example, an Inserter in the new quickbar, it creates a shortcut telling you how many inserters of that type you have in your main inventory. Clicking the shortcut, will grab the first available stack from the inventory. That shortcut will stay there throughout the game, even if the inserters are depleted temporarily. This solves quite a few annoyances:
- No more random items appearing in the quickbar as you craft them.
- No more items moving to different slots when they get depleted and re-crafted.
- No more using the quickbar to carry things around.
- No more "will this be crafted to inventory or to the quickbar?".
- No more confusion when shift-clicking an item if it will go to the quickbar or the trash slots, or somewhere else.
- Guides the player to make proper shortcuts. Players are much more likely to remember shortcuts they created themselves.
- Player is in full control of the quickbar instead of the game trying to be 'smart'.
- Managing 1 inventory is simpler than managing 2 inventories.
- Relevant item counts.
The quickbar pages
A suggestion that quickly gained traction was the ability to configure and switch between multiple pages of shortcuts, not just two. So the new quickbar is actually 10 pages of shortcuts that you can configure as you like: e.g. a page for general factory building, a page for combat, a page for building trains, a page for building outposts, a page for oil processing, a page with utility blueprints. It's up to the player to configure these pages as they like.
When clicking on the button next to one of the selected pages, a page selector will open which shows all 10 pages of shortcuts. You can then easily select what page(s) you want to actively use and see on the main screen. The number of pages visible on the main screen is configurable. The page selector also acts as an extended action bar, allowing you to quickly grab an item or blueprint that you don't commonly use, or allowing you to quickly configure your pages. The default keyboard shortcuts changed a bit: keys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page. So an advanced player will be able to quickly swap pages to build what they want.
The ghost cursor
A feature for more advanced players is the ghost cursor: When selecting a 'buildable' item from the quickbar or when using the pipette tool, if you have no items of that type in your inventory, a ghost will be placed in the cursor instead. It's a common situation where for example you build something and you run out of inserters. So instead of crafting more or running to the other side of the base to get more, you can place ghosts, continuing to focus on designing what you are building instead of being distracted.
To avoid confusion for new players, this feature is off by default and can be turned on in the interface settings menu.
Integration with blueprint library
This is still work in progress, since big changes are also coming to the blueprint library. The plan is that you will be able to create shortcuts for blueprints from the blueprint library. This means you can place your most commonly used blueprints and books in one of the shortcut pages and use them directly from the blueprint library without clogging your main inventory.
Non-GUI progress update
There was some talk following last weeks GUI progress update, as to why we don't release now, and finish the GUI's during the experimental phase. One major clarification I'd like to make, is that it is not only the GUI that is not yet finished. While GUI is currently the largest task remaining to be done for 0.17, there are still some other non-GUI features that are yet to be completed:
Finalization of new Fluid system
The new fluid system (FFF-274) is almost complete, but it is yet to be merged into master. After internal testing we have been making efforts to tune the new behavior, specifically how throughput over distance and flow with different fluids works.
High resolution enemies
The new Biters and Worms have been showcased already in previous blog posts (FFF-259, FFF-268), and the last puzzle piece is the new Spitters. Alongside a graphical update, we have also been experimenting with some functional changes to the enemies.
Further map generation tweaks
We presented our most recent developments on the map generation in FFF-258. Since that post, there have been some further planned changes and improvements, specifically to the placement of tiles, biomes, trees, doodads, cliffs.
Playtesting, bug fixing, and design balancing
It seems to always be the case, but $nextUpdate is going to be the biggest Factorio release so far. While some initial playtesting shows that most things are stable, we have yet to have our typical office-wide week/fortnight of playtesting and tweaking. Inevitably things that we need to solve will come up during this playtesting, so it would be unwise to release before it is complete. There are also over 50 unsorted bug reports in our forum, which we will need to sort through. Looking over what is left to be done, It is clear to me that the release won't be ready in January. When we are ready to release 0.17, its launch definitely won't be a surprise. We will announce the exact date in the FFF at least the week before. As always, let us know what your think on our forum.
[ 2019-01-18 13:28:45 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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