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Friday Facts #347 - New hope demo levels

Read this post on our website.

New hope demo levels (Klonan)


A few weeks ago we discussed the changes to the demo and tutorial in the game (FFF-342). One piece of feedback we received after publishing the news was about the old 'New hope' campaign levels, and specifically the 'Abandoned rail base/Broken rail map'. It seems a lot of you in the community really really enjoyed the new hope campaign levels, and several of the team here share the same feelings. After we scrapped the plans for a new campaign and reverted to the old demo, we had initially dismissed the idea to revive the New hope campaign... However due to popular demand... we have decided to bring back the favourites, the first 2 levels of the new hope campaign. This time though, they will also be included in the demo version of the game. This represents a very significant increase in scope for the demo, increasing the demo content to include research, red science, green science, trains, and much more. These levels should be ready for release within a week (but no promises).

Level 04 - Science and Automation


This mission is a continuation of demo mission 03 where you build radars to scan the surrounding areas. You start with a small factory already operational. The radar detects a distress beacon and you must build a car to get there in time before the signal dissipates. This level introduces the labs and science packs, as well as providing the first taste of real automation.
At the end of the level, you pack your supplies in the car, and drive off to locate the distress beacon, before it fades out for good.

Level 05 - Abandoned rail base


This level starts with you pulling up to the base, however you arrived too late and the base is already destroyed. Your goal is to re-establish the science production and rebuild the rail network.
After rebuilding the railway and the mining outposts, you must produce a large number of materials to finish the level. At the end of the level, there is a notice that this is the end, and we would recommend playing Freeplay next.

Whats new?


The main work over the last weeks has been bringing the ancient maps up to date with modern Factorio. For instance now that we have more specific remnants, the ruined bases really look much nicer.
Also we have made a big effort to update the tile and map generation to make use of the new terrains, cliifs, and decoratives, most effectively...

Replacing terrain in a map (V453000)


The original Abandoned rail base level was nice, but it aged with all the changes to terrain generation that happened since.
The goal is to recreate the gameplay of the original level, but replace the terrain with modern one, including decoratives and cliffs. The most gameplay-defining elements are entities and water on the map. Cliffs would be as well, but those didnt exist when this level was introduced. Tiles and decoratives well just replace, and trees were going to try to get close enough. Of course, a lot of things like pollution absorption numbers have changed since the level was introduced so it wont be absolutely the same regardless.
The first step I took was finding the random map seed that I want to use for the level. I do this by generating a random map in Freeplay, and I run a take_screenshot command, with two requirements:
  • The name of the output image is the seed of the map so I can reproduce the image just by reading the image name.
  • The resolution to 1 pixel = 1 tile so I can easily align it in Photoshop and read the coordinates (even though Photoshop uses a different coordinate system, at least staying in the same units helps).

I take the same resolution screenshots from the original mission with and without tiles, and put the random seed images on top. Having the visual preview with being able to move the image allows me to find the desired seed and offset quite quickly and position it really precisely. Now of course we cant just paste the entities from the original level to this random surface as there are some conflicting areas, like the huge lake in the middle of the map.
So we have to remove unwanted lakes and resource patches.This is done by generating multiple maps with the same seed, but one without water (starting area only) and resources, and transferring areas between them. Next up we can add water from the original level.
This step is quite special, in the original mission I replaced water by concrete, and created a blueprint from it. Theres better ways I could have done this, but for some reason I didnt want to deal with offsets in this piece of script, and Ive already used this method in some other place earlier so this solution came to my mind first.
Another script replaces all the concrete with real water. The bigger issue is that the original level had water all the way to the edge of the map (you can for example see the sharp edge on the right) and the water generation changed as well so manual edits are in order.
When we have water, its finally time to clone in the original entities.
To avoid conflicts, I use the clone_area tool which also removes entities in the destination surface. Ive been able to go through this whole process in a single working day thanks to all the map editor features Rseding added and Lua commands weve created when working on the now cancelled campaign. Tools, experience and knowledge are hard to cancel. :)
And then we draw the rest of the owl. Fix places where the automated cloning hasnt been good enough, add more ruins to be explored, tweak the gameplay and we will have a finished scenario.

Bots throw cliff explosives (Klonan)


Recently we made some improvements to the cliff explosive effects. However one thing we missed was that the bots needed to be updated separately, due to them using different logic to create the explosion. While it was an easy fix (copy paste some Lua definitions), it feels like it is treating the symptom rather than treating the cause. It isn't good to have the same thing defined in two separate places. So never one to pass up a nice opportunity to have some fun, Rseding changed the way the 'Blow up cliff' job works, so it will always use the correct effect: https://cdn.factorio.com/assets/img/blog/fff-347-robot-throw.mp4 Now instead of the robot hovering over the cliff, it will throw the same cliff explosive projectile as the player would. Not only this fixed the issue for good, but it looks a lot cooler.


[ 2020-05-15 13:50:12 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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