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Includes 38 Steam Achievements
Title: Factorio
Genre: , , , ,
Developer:
Publisher:
Release Date: 25 Feb, 2016
What the developers have to say:
Why Early Access?
&We have been working on Factorio for over 5 years. The game is very stable and is highly optimised for prolonged gameplay and creating huge factories. We have sold over 110,000 copies on our website, and we feel now is the right time to release to a wider audience.&
Approximately how long will this game be in Early Access?
&Our plans for release come as part of an ongoing process, and we are constantly adding new features and content. When we feel the game is complete we will release the full version, and our current estimate is that this will take 8-12 months.&
How is the full version planned to differ from the Early Access version?
&In the full version we hope to have a polished GUI, a multiplayer matching server, integration of mods for players and servers, and a number of other finishing touches and additions to the core gameplay.&
What is the current state of the Early Access version?
&The game has a very strong content base, rich with interesting mechanics and features. Many players report they are still having fun on their maps even after hundreds of hours of gameplay, alongside multiplayer support, and a dedicated modding community.&
Will the game be priced differently during and after Early Access?
&The price may be increased upon release from early access.&
How are you planning on involving the Community in your development process?
&The community is a vital part of our development process. We announce any planned features far in advance so we have time to read peoples' opinions and comments, and for us to discuss the different points of view players may have. Community suggested ideas are commonly brought up in team discussions, and we value highly the input each individual player can have.&
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Recent updates
29 September
It’s been several weeks since we showed you the graphics for new high resolution circuit connector modules (). However now is finally the time when we have them in the game. In this article I will briefly show you what was done both in the graphics and code, and what new benefits are there for you as players and modders.I find the 0.15 version of the circuit connector module has following “problems”: The wire connectors are different from the combinators. Wires sometimes completely overlap, making only one of them properly visible. Modularity - you can somewhat tell what is happening based on the LED states, but it could be much nicer. Connecting a belt always looks weird, while the yellow structure which holds the connector box could be made more specific. Some of the rotations are utterly useless. The Lua definitions are spread over every single entity, so revisiting them all is a big pain.1. The wire connectors are different from the combinatorsWe have been experimenting with the design of how the little pieces which connect to wires should look like. Most of them don’t really make sense in terms of physics, but visually the combinator ones seem to work pretty nicely in my opinion. That, and the circuit connector should be somewhat consistent with the combinators in this regard, so we just used the combinator design from when Albert made the combinators back in 2015 ().2. Wires sometimes completely overlapAs we already tried to hint in
(but we didn’t have a proper picture for it yet because the hr circuit connector wasn’t in the game yet), when you build entities vertically, they would very often only show one colour of wire.To prevent this from happening, I took a pixel grid in Blender and I tried to always have the connectors far away from each other to prevent this from happening. The same issue happens with combinators, but let’s see if we ever have time to change that.3. ModularityThe system of drawing has slightly changed - now when you connect an entity, you can clearly recognize what it is doing and what is it's state. The rule is: Red/Green LED means write mode - generally stopping/starting the entity. Blue LED means reading mode - generally reading chest contents, reading signal colours, and so on.If you only connect to the logistic network, even the wire connection points are going to disappear as you can see on the pump above.4. Transport belt connectorsPreviously we were using the universal connector on belts, and to support it we made a special layer with a frame to hold it. This just uses another layer and generally looks rather weird.We found it better to just make specific sprites for belts, which should integrate nicer and use less layers.5. Useless rotationsIf you ever looked at how the circuit connector module spritesheet actually looks, you would have noticed that there are 32 rotations of it. For the first row, which is just flat on the ground, all of the 8 rotations are useful, but when the box starts tilting, the last three are looking away from the camera and are basically impossible to use.At the same time, on some entities and in some cases it would be really cool to be able to just put the wire connection points at the opposite side of the box.I put the two things together and made the impossible-to-use rotations just be a flipped version of the useful ones. The picture below is a mockup, the actual spritesheets have separate layers to allow the modularity mentioned above.The game does not actually utilize all of the 32 rotations, but it’s easier to have them all for future new entities - importantly also new entities added by mods.6. Lua definitions made at each entityWhen the graphics were finished, I was looking at how could I put the connector in the game. We had good experience with generating the Lua code in combinators, and I wanted to make use of some similar system again, because there is just a stupid amount of shiftings and definitions to be made.To get all the shifting values, we are using a very similar system to what was described in , special pictures from After Effects processed by python scripts. The only real difference is that now After Effects also has to import spritesheets of our existing entities and align them with the shifting values. Luckily, After Effects supports javascript based expressions which makes this work simpler.var shiftingX = 16;
var shiftingY = 8;
var finalX = transform.position[0]+ (shiftingX * 2);
var finalY = transform.position[1]+ (shiftingY * 2);
[finalX, finalY]This simple expression just lets me center the sprite and copy the X and Y shifting values from Lua, instead of having to worry about making calculations all the time, and it’s more readable when re-visiting and checking.With the shifting values ready, the next step is to tell the game to accept them somehow. I wouldn’t dare to try overwriting all of the entries in entities.lua and similar files, simply because it would probably mean massive amount of errors, both by hand or somehow automatically.So instead Michal (Posila) wrote a python script which generates a new circuit connector file where all of the specific definitions are kept, and refactored the entities so that each entity connectible to the circuit network just grabs the values from the master circuit connector file. Hopefully this makes it more maintainable for the future...High resolution lampAs one of the often used entities in the circuit network, the lamp is getting a high resolution version. The graphics are a work in progress so there will likely be some changes.As always let us know what you think, just like you have been in the last 4 years () on our . We would like to thank you for all the attention and feedback through all this time, it’s really nice to be able to talk about our work, and sometimes even add something we forgot and you mentioned.
28 September
Fixed that after a player reconnected after a desync, while blueprints were uploaded, the game would crash.
Fixed that in certain scenarios, the blueprint library wouldn't synchronise.
Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully.
Fixed a rare desync related to electric sub networks.
Fixed archaic (from 0.12) migration that was supposed to fix rollingStockCounts on rails and it broke it instead.
Fixed possible desync when rotating pipe to ground.
Fixed a rare possiblity of internal electric network crash when loading game.
Handle network errors (caused by LavasoftTcpService64.dll corrupting Winsock) gracefully.
Fixed changing force of underground belt entity would cause desync.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Report bugs and leave feedback for this game on the discussion boards
About This Game
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 Scenarios. 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.No other game in the history of gaming handles the logistics side of management simulator so perfectly. - RedditI see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, MojangFactorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
System Requirements
SteamOS + Linux
Minimum:OS: Windows 10, 8, 7, Vista (64 Bit)Processor: Dual core 3Ghz+Memory: 4 GB RAMGraphics: 512MB Video MemoryStorage: 1 GB available spaceAdditional Notes: Low sprite resolution and Low VRAM usage.
Recommended:OS: Windows 10, 8, 7 (64 Bit)Processor: Quad core 3Ghz+Memory: 8 GB RAMGraphics: 2GB Video memoryStorage: 1 GB available space
Minimum:OS: macOS Sierra, OSX El Capitan, Yosemite, Mavericks, Mountain Lion, LionProcessor: Dual core 3Ghz+Memory: 4 GB RAMGraphics: 512MB Video MemoryStorage: 1 GB available spaceAdditional Notes: Low sprite resolution and Low VRAM usage
Recommended:OS: macOS Sierra, OSX El Capitan, Yosemite, Mavericks, Mountain Lion, LionProcessor: Quad core 3GHz+Memory: 8 GB RAMGraphics: 2GB Video memoryStorage: 1 GB available space
Minimum:OS: Linux (tarball installation)Processor: Dual core 3Ghz+Memory: 4 GB RAMGraphics: 512MB Video MemoryStorage: 1 GB available spaceAdditional Notes: Low sprite resolution and Low VRAM usage
Recommended:OS: Linux (tarball installation)Processor: Quad core 3GHz+Memory: 8 GB RAMGraphics: 2GB Video memoryStorage: 1 GB available space
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