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Friday Facts #357 - Nuke
At the time of writing the Friday Facts last week, not all of the planned changes were finished, here is the finalisation, so here we go.
The problem is old. You play a modded game and have your blueprints in the library. Then, you decide to put the mods aside for a reason (to join a MP game, or just try a different modset). At that moment, if we didn't handle it in a special way, all your mod-related content in your blueprint library would be removed. We solved the main part of the problem already quite some time ago. But with the upcoming support of other tools in the blueprint library it had to be extended. Special system was created for these things:
Once you load the appropriate mods again, the IDs are restored.
The UX of upgrading blueprints/books with the upgrade planner was meant to be provisional, but somehow, it remained in use for quite some time. Currently, the only way to use it is to click the button with an upgrade planner in your cursor, which is sometimes quite annoying, as you don't even have access to your inventory or Blueprint library when you want to click the button, so you have to close the window, find the upgrade planner you want to use, open the window with the upgrade planner already in cursor, and then use it. So this window was created. When you click the upgrade window, the game searches all the upgrade planners available to you (inventory and blueprint library) and lets you select which one to apply, and always offering the default upgrade planner.
As you probably noticed from the picture, I couldn't restrain myself from adding a little feature. Upgrade planners can be now used both ways: as upgrade with left click and downgrade with right click. It obviously works also when upgrading in the world. The problem is, that you can already do 3 different kind of things with the tool, and there are generally quite a lot of people that don't know about basic things you can do, like cancelling a deconstruction orders or force-building a blueprint. Because of that, we added instructions to every tool so the users won't miss it.
This is a great example of a feature, that I expected to be done quickly and easily... but you know how it goes. The first problem is related to build and drag. Most of the blueprints don't work that well when you just build and drag them. https://cdn.factorio.com/assets/img/blog/fff-357-dragging-blueprint.mp4 The second problem is that blueprints are often designed to work in a grid, but there is no way to enforce it. Either you have to build slowly and cautiously, or you misclick often. And with the new feature of building in map, the problem was just elevated. This is what the second checkbox is for, it forces the blueprint to be built in a grid aligned to the map center. To ensure, that the user can configure individual blueprints in a way that they would match perfectly, the relative position of the blueprint to the grid can be configured by moving the red flag.
https://cdn.factorio.com/assets/img/blog/fff-357-blueprint-snapping.mp4 Thanks to Boskid, our beloved tester, a big pile of bugs had been already identified and fixed, so there is a chance of the BP library being released next week.
Since more than a year ago Dominik has been updating and improving all kinds of visual effects in the game - particles, splashes, explosions and so on. During most of the time weve also been getting valid questions - "But what about the nuke?".
It was the plan from the start that the explosion of the atomic bomb would come last. Not because its the lowest priority, quite the opposite - however its also by far the most challenging effect to create, both on the technical and graphical side, so we kept improving how particles/explosions work, and experimenting with graphics for effects - essentially practicing and preparing ground for the nuke. The most major challenge visually is the sheer size of the explosion. Normal explosions already benefited greatly from more flexible and various scorch marks and particles, and improving the explosion sprites themselves, but thats not enough here. The atomic bomb has such a giant explosion radius that we simply cannot (mostly because of VRAM requirements) create an explosion sprite that would cover all of it. https://cdn.factorio.com/assets/img/blog/fff-357-explosion-solo.mp4 Weve tried to make an explosion as large as we could fit in a reasonable spritesheet, and limit its frame count as much as we could as well. Just like we did in the old days when VRAM was much more of a concern. This mushroom cloud does not cover nearly enough though, so for sure some part of the effect needs to be procedural. The VRAM is not the only problem though, the biggest challenge for the visuals is yet again the perspective of square tiles, where visually the game looks like the player is viewing it at 45 angle, but everything is presented as if viewed top down. Both of these things are intentional and graphics get the shorter end of the stick when it comes to compensating for this dichotomy (FFF-133). After discussing many really different approaches we could take, we decided to create a combination of a central spritesheet, with a shockwave of smokes being moved outward from the center. https://cdn.factorio.com/assets/img/blog/fff-357-circular-damage.mp4 We tried to make graphics hide this perspective problem as always, and made the explosion move slower vertically, resulting in a visually correct ellipse. As you can see in the animation above, this exposes the problem of entities dying in the vertical direction before the waves get to them. So we made the damage apply slower in the vertical direction as well. This does mean you can minmax and run away vertically when shooting the atomic bomb under your feet and you will have a better chance of survival, but that shouldnt be too much of an issue Weve also added a secondary damage radius, so its more forgiving if youre just barely getting hit while running away. https://cdn.factorio.com/assets/img/blog/fff-357-random-improved.mp4 For further improvement, weve added a ton of random elements to how the particles move and when they disappear which again makes the edge of the explosion less obvious, but also helps diminish the crescent-like shapes at the end. The explosion is so large that even creating a scorch mark of an appropriate size for it is a problem, so Ernestas created a scorch mark as big as we could afford, and added a whole new tileset to the ground zero, with decoratives to smooth the edges out a bit.
The atomic explosion also destroys everything in a small radius at the center (killed entities dont spawn corpses, decoratives are destroyed and cliffs disappear), which makes the explosion feel a lot more powerful and impactful.The nuclear tiles remain there forever and are visible from the map view as they have their own map colour, though you can place concrete over them to hide the evidence of your actions. https://cdn.factorio.com/assets/img/blog/fff-357-final-nuke.mp4 To complete the effect, weve added a brief overbright of the whole screen based on how far the players screen is from the explosion, and added sound effects which also react to distance from the explosion. You will be able to enjoy becoming death, the destroyers of worlds, in the new fashion on 14th August, in 1.0.
[ 2020-07-24 10:06:10 CET ] [ Original post ]
Read this post on our website.
Blueprint library finishing touches (kovarex)
At the time of writing the Friday Facts last week, not all of the planned changes were finished, here is the finalisation, so here we go.
Persistent library contents
The problem is old. You play a modded game and have your blueprints in the library. Then, you decide to put the mods aside for a reason (to join a MP game, or just try a different modset). At that moment, if we didn't handle it in a special way, all your mod-related content in your blueprint library would be removed. We solved the main part of the problem already quite some time ago. But with the upcoming support of other tools in the blueprint library it had to be extended. Special system was created for these things:
- The preview icons of the blueprint tools
- The filters of the deconstruction planner
- The upgrade specification of the upgrade planner
Once you load the appropriate mods again, the IDs are restored.
Upgrades
The UX of upgrading blueprints/books with the upgrade planner was meant to be provisional, but somehow, it remained in use for quite some time. Currently, the only way to use it is to click the button with an upgrade planner in your cursor, which is sometimes quite annoying, as you don't even have access to your inventory or Blueprint library when you want to click the button, so you have to close the window, find the upgrade planner you want to use, open the window with the upgrade planner already in cursor, and then use it. So this window was created. When you click the upgrade window, the game searches all the upgrade planners available to you (inventory and blueprint library) and lets you select which one to apply, and always offering the default upgrade planner.
As you probably noticed from the picture, I couldn't restrain myself from adding a little feature. Upgrade planners can be now used both ways: as upgrade with left click and downgrade with right click. It obviously works also when upgrading in the world. The problem is, that you can already do 3 different kind of things with the tool, and there are generally quite a lot of people that don't know about basic things you can do, like cancelling a deconstruction orders or force-building a blueprint. Because of that, we added instructions to every tool so the users won't miss it.
Snapping
This is a great example of a feature, that I expected to be done quickly and easily... but you know how it goes. The first problem is related to build and drag. Most of the blueprints don't work that well when you just build and drag them. https://cdn.factorio.com/assets/img/blog/fff-357-dragging-blueprint.mp4 The second problem is that blueprints are often designed to work in a grid, but there is no way to enforce it. Either you have to build slowly and cautiously, or you misclick often. And with the new feature of building in map, the problem was just elevated. This is what the second checkbox is for, it forces the blueprint to be built in a grid aligned to the map center. To ensure, that the user can configure individual blueprints in a way that they would match perfectly, the relative position of the blueprint to the grid can be configured by moving the red flag.
https://cdn.factorio.com/assets/img/blog/fff-357-blueprint-snapping.mp4 Thanks to Boskid, our beloved tester, a big pile of bugs had been already identified and fixed, so there is a chance of the BP library being released next week.
Story of the nuke (Dominik, Posila, Ernestas, V453000)
Since more than a year ago Dominik has been updating and improving all kinds of visual effects in the game - particles, splashes, explosions and so on. During most of the time weve also been getting valid questions - "But what about the nuke?".
It was the plan from the start that the explosion of the atomic bomb would come last. Not because its the lowest priority, quite the opposite - however its also by far the most challenging effect to create, both on the technical and graphical side, so we kept improving how particles/explosions work, and experimenting with graphics for effects - essentially practicing and preparing ground for the nuke. The most major challenge visually is the sheer size of the explosion. Normal explosions already benefited greatly from more flexible and various scorch marks and particles, and improving the explosion sprites themselves, but thats not enough here. The atomic bomb has such a giant explosion radius that we simply cannot (mostly because of VRAM requirements) create an explosion sprite that would cover all of it. https://cdn.factorio.com/assets/img/blog/fff-357-explosion-solo.mp4 Weve tried to make an explosion as large as we could fit in a reasonable spritesheet, and limit its frame count as much as we could as well. Just like we did in the old days when VRAM was much more of a concern. This mushroom cloud does not cover nearly enough though, so for sure some part of the effect needs to be procedural. The VRAM is not the only problem though, the biggest challenge for the visuals is yet again the perspective of square tiles, where visually the game looks like the player is viewing it at 45 angle, but everything is presented as if viewed top down. Both of these things are intentional and graphics get the shorter end of the stick when it comes to compensating for this dichotomy (FFF-133). After discussing many really different approaches we could take, we decided to create a combination of a central spritesheet, with a shockwave of smokes being moved outward from the center. https://cdn.factorio.com/assets/img/blog/fff-357-circular-damage.mp4 We tried to make graphics hide this perspective problem as always, and made the explosion move slower vertically, resulting in a visually correct ellipse. As you can see in the animation above, this exposes the problem of entities dying in the vertical direction before the waves get to them. So we made the damage apply slower in the vertical direction as well. This does mean you can minmax and run away vertically when shooting the atomic bomb under your feet and you will have a better chance of survival, but that shouldnt be too much of an issue Weve also added a secondary damage radius, so its more forgiving if youre just barely getting hit while running away. https://cdn.factorio.com/assets/img/blog/fff-357-random-improved.mp4 For further improvement, weve added a ton of random elements to how the particles move and when they disappear which again makes the edge of the explosion less obvious, but also helps diminish the crescent-like shapes at the end. The explosion is so large that even creating a scorch mark of an appropriate size for it is a problem, so Ernestas created a scorch mark as big as we could afford, and added a whole new tileset to the ground zero, with decoratives to smooth the edges out a bit.
The atomic explosion also destroys everything in a small radius at the center (killed entities dont spawn corpses, decoratives are destroyed and cliffs disappear), which makes the explosion feel a lot more powerful and impactful.The nuclear tiles remain there forever and are visible from the map view as they have their own map colour, though you can place concrete over them to hide the evidence of your actions. https://cdn.factorio.com/assets/img/blog/fff-357-final-nuke.mp4 To complete the effect, weve added a brief overbright of the whole screen based on how far the players screen is from the explosion, and added sound effects which also react to distance from the explosion. You will be able to enjoy becoming death, the destroyers of worlds, in the new fashion on 14th August, in 1.0.
[ 2020-07-24 10:06:10 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
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