Klonan

Klonan



04 Nov

Comment

Yes its actually a hiccup we experienced ourselves, but its low priority for now, we want to make it work like you expect


11 Oct


27 Sep

Comment

Originally posted by GamerTurtle5

they mention in the fff that nuclear reactors could be powered by water from trains, but we will have to see how this scales

I can supply my 2GW reactor blocks just fine :) image


13 Sep

Post

Hello,
It's another week! The release is getting closer!


Reactor circuit connection

We added the ability to connect reactors to the circuit network, which allows the player to:

  • Read fuel (including currently burning)
  • Read reactor temperature

This makes it quite easy to set up a lossless smart reactor, which doesn't insert any fuel unless it is needed.

In some ways, it feels a little bit too easy. The previous solution of people reading the amount of Steam in storage tanks felt like it needed a bit more brainpower and engineering, but it's hard to justify missing capabilities with this reasoning.

Anyway... reading the heat and contents from the reactors may prove to be ...

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06 Sep

Post

Hello,
We are a bit busy this week hosting a small LAN party with some fans and community members to playtest the Space Age expansion, so this FFF might be a little bit shorter than normal.


Combat balancing

As with every major update, there are a few tweaks and balancing changes we have made. With new enemies and changes to existing enemies, we took some time to look at the current balancing.

Spawner health increasing with evolution factor

In the early game spawners are pretty tough, you need to take a good bit of time to focus fire them. As the game progresses, biters, spitters and worms all get stronger, but the spawners stay the same.

When the end-game comes around, spawners just melt the first instant you look at them with personal lasers and upgraded ammo. In some ways this is satisfying and gives a feeling of how powerful you have become, but in other ways it is just strange.

So we have...

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30 Aug

Post

Hello,
As the 2.0 release approaches, we have been spending time polishing and resolving things which we found during our playtesting.


Resource search

It is the same old story... A feature we've wanted for a long time but was never high enough on the priority list. With more types of resources, it became a little bit more important to have a way to find resources on the map view, and with the new chart search (FFF-400), it was finally time to put it into place.

It took some care to make it work in a performance friendly way. The game doesn't keep track of ...

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09 Aug

Comment

Originally posted by undermark5

Oh cool. Is this (map previews) something that will be available via mod API as well? Could imagine some mods wanting to make use of it.

The Camera widget is already available for mods

Comment

Originally posted by Joesus056

Wonder if I'll be able to pin my diff spidertron squads so I can easily check in and make any necessary adjustments without having to remember where I had them lol that'd be handy for all my construction spiders.

Yes!

Comment

Originally posted by undermark5

Camera previews for map pings seem like they could also be useful.

Ah, I forgot to mention that in the FFF, we have that too!


05 Jul

Comment

Originally posted by [deleted]

[deleted]

yes


28 Jun

Comment

Originally posted by zantax_holyshield

Can you also disable building function if it is not on full health? If yes then you could emulate how it is in many RTS games, where buildings are low health when you plop them down and you have to actually build them before they start to function (or wait untill they are built).


12 Jun

Comment
if (moveRightActive && moveUpActive)
  return Direction::NorthEast;
if (moveRightActive && moveDownActive)
  return Direction::SouthEast;
if (moveLeftActive && moveDownActive)
  return Direction::SouthWest;
if (moveLeftActive && moveUpActive)
  return Direction::NorthWest;
if (moveUpActive)
  return Direction::North;
if (moveRightActive)
  return Direction::East;
if (moveDownActive)
  return Direction::South;
if (moveLeftActive)
  return Direction::West;
return Direction::None;

17 May

Comment

We update the Switch version when a new Factorio release is made Stable.

So right now PC version is 1.1.107 and Switch version is 1.1.107


16 May

Comment

Writing a 3D game engine / rendering pipeline is way more work than a 2D game engine.

With the game engine being written from scratch by a only a few people (in the beginning), 2D was the natural choice for speed of a working prototype.


10 May

Post

Hello,
We know you love to blow things up, and the Space Age expansion will be bringing ever more advanced and powerful ways of bearing arms against your enemies.


Rocket turret

The rocket turret does what it says, it shoots rockets:

  • 3x3 powerful long-range turret.
  • Unlocked on one of the three initial planets.
  • Minimum range of 15, and a max range of 36 (improved +10% for each quality level).
  • Shoots any type of rocket (including atomic bomb).

Mp4 playback not supported on your device.
Graphics by Jarosław; Sound effects by Ian

It is very useful as an upgrade for Space Platforms, as laser and gun turrets alone start to struggle on larger asteroids. Each size of asteroid has resistances to different types of damage, but more on that another week.

Mp4 playback not supported on your device.

T...

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03 May

Comment

Originally posted by TBTerra

is that confirmed anywhere? if so then i will need to tweak the graph, as i used 1.5, 1.75, 2, 2.25, 2.5

I can confirm, +0.2 per quality level (Legendary is a double bonus).


25 Apr


05 Apr

Comment

Originally posted by FewAdhesiveness803

  • Ugly
  • Inefficient
  • Tedious
  • Obscures the items on the belts
  • Doesn't work for underground belts

At the first glance I thought these are the revisited quality names lol

:D

Post

Hello,
Today we have quite a range of new features and improvements coming in 2.0.


Whole belt reader

Often times, you want to read the contents of a whole line of belts. Maybe you're doing some sushi set up, or just want to get an accurate gauge on how much stuff you have without buffering to a chest.

The way to do it, is to read every belt, but this has some drawbacks:

  • Ugly
  • Inefficient
  • Tedious
  • Obscures the items on the belts
  • Doesn't work for underground belts

So we decided to make it work nicer. Boskid added a new mode you can choose when selecting the 'Read belt contents' mode.

It will read all the belts in the same 'Transport line' as ...

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29 Mar

Post

Hello,
Today we have another dose of anti-frustration improvements for you.


Spidertron RTS tool

Lets be honest, the Spidertron selection and control in 1.1 is a bit janky. As fans of RTS games, we know we can do better, and its not like we're reinventing the wheel here.

So we have rebranded the 'Spidertron remote' as the new 'RTS Tool', and the control should feel very intuitive.

  • It is activated using the ALT + A hotkey.
  • Left click and drag to select Spidertrons.
  • Right click to command Spidertrons to go to location.

Mp4 playback not supported on your device.

The RTS tool remembers the last selection of Spidertrons, so pressing ALT + A again will have the previous group of Spidertrons already selected. Another detail is that...

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