<p>Posted by kovarex, TOGos, Ernestas, Albert on 2019-02-15, <ahref="http://fakehost/blog/">all posts</a></p>
<p>Posted by kovarex, TOGos, Ernestas, Albert on 2019-02-15, <ahref="https://factorio.com/blog/">all posts</a></p>
<h2>The release plan <spansize="2">(kovarex)</span></h2>
<h2>The release plan <spansize="2">(kovarex)</span></h2>
<p>This week was the time to close and finish all the things that will go to 0.17.0.</p>
<p>This week was the time to close and finish all the things that will go to 0.17.0.</p>
<p>Not all of the things that we originally planned to be done were done (surprise), but we just left any non-essential stuff for later so we won't postpone the release any further. The plan is, that next week will be dedicated to the office playtesting and bugfixing. Many would argue, that we could just release instantly and let the players find the bugs for us, but we want to fix the most obvious problems in-house to avoid too many duplicate bug reports and chaos after the release. Also, some potential bugs, like save corruptions, are much more easily worked on in-house.</p>
<p>Not all of the things that we originally planned to be done were done (surprise), but we just left any non-essential stuff for later so we won't postpone the release any further. The plan is, that next week will be dedicated to the office playtesting and bugfixing. Many would argue, that we could just release instantly and let the players find the bugs for us, but we want to fix the most obvious problems in-house to avoid too many duplicate bug reports and chaos after the release. Also, some potential bugs, like save corruptions, are much more easily worked on in-house.</p>
<p>
<p>
If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the week starting 25th February.
If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the week starting 25th February.
</p>
</p>
<h3>After release plan</h3>
<h3>After release plan</h3>
<p>
<p>
Since there are a lot of things we would like to do before we can call 0.17 good enough, we will simply push new things into the 0.17 releases as time goes on. Even if 0.17 becomes stable in a reasonable time, we would still push things on top of it. We can still make experimental/stable version numbers inside 0.17. Most of the things shouldn't be big enough to make the game generally unstable. I've heard countless times a proposal to make small frequent releases of what have we added, this will probably be reality after 0.17 for some time.
Since there are a lot of things we would like to do before we can call 0.17 good enough, we will simply push new things into the 0.17 releases as time goes on. Even if 0.17 becomes stable in a reasonable time, we would still push things on top of it. We can still make experimental/stable version numbers inside 0.17. Most of the things shouldn't be big enough to make the game generally unstable. I've heard countless times a proposal to make small frequent releases of what have we added, this will probably be reality after 0.17 for some time.
</p>
</p>
<p>
<p>
The smaller releases will contain mainly:
The smaller releases will contain mainly:
</p><ul>
</p>
<ul>
<li>Final looks and behaviour of new GUI screens as they will be finished.</li>
<li>Final looks and behaviour of new GUI screens as they will be finished.</li>
<li>New graphics.</li>
<li>New graphics.</li>
<li>New sounds and sound system tweaks.</li>
<li>New sounds and sound system tweaks.</li>
<li>Mini tutorial additions and tweaks.</li>
<li>Mini tutorial additions and tweaks.</li>
</ul>
</ul>
<p>
<p>
This is actually quite a large change to our procedures, and there are many ways we will be trying to maximize the effectiveness of smaller and more regular content updates.
This is actually quite a large change to our procedures, and there are many ways we will be trying to maximize the effectiveness of smaller and more regular content updates.
There are several GUI screens that are finished. Others (most of them) are just left there as they are in 0.16. They are a combination of the new GUI styles and old ones. They sometimes look funny and out of place, but they should be functional.
There are several GUI screens that are finished. Others (most of them) are just left there as they are in 0.16. They are a combination of the new GUI styles and old ones. They sometimes look funny and out of place, but they should be functional.
<p><i>* Newly finished things since the last update in <ahref="https://www.factorio.com/blog/post/fff-277">FFF-277</a>.</i></p><h3>Blueprint library</h3>
</table>
<p><i>* Newly finished things since the last update in <ahref="https://www.factorio.com/blog/post/fff-277">FFF-277</a>.</i></p>
<h3>Blueprint library</h3>
<p>
<p>
The blueprint library changes have been split into several steps. The reason is, that there was a big motivation to do the integration with the new quickbar (final version introduced in <ahref="https://www.factorio.com/blog/post/fff-278">FFF-278</a>) in time for 0.17.0, while the other changes can be done after. The thing with the quickbar is, that it is quite a big change to one of the most used tools in the game and people generally don't like change even when it is for the better. To minimize the hate of the change, we need to "sell it properly". By that, we should provide as many of the positive aspects of the new quickbar at the time of its introduction.
The blueprint library changes have been split into several steps. The reason is, that there was a big motivation to do the integration with the new quickbar (final version introduced in <ahref="https://www.factorio.com/blog/post/fff-278">FFF-278</a>) in time for 0.17.0, while the other changes can be done after. The thing with the quickbar is, that it is quite a big change to one of the most used tools in the game and people generally don't like change even when it is for the better. To minimize the hate of the change, we need to "sell it properly". By that, we should provide as many of the positive aspects of the new quickbar at the time of its introduction.
</p>
</p>
<p>
<p>
So the change that is already implemented and working for 0.17 is the ability to put blueprints/books into the quick bar in a way that the quick bar is linked directly to the blueprint library window, so you don't need to have the physical blueprint items in your inventory. The other change is, that picking a blueprint from the blueprint library and then pressing Q will just dismiss it, instead of silently pushing it to your inventory. This works the same as the clipboard described in <ahref="https://www.factorio.com/blog/post/fff-255">FFF-255</a>. You can still explicitly insert the blueprint from the library to an inventory slot, but if you just pick it, use it, and press Q, it goes away.
So the change that is already implemented and working for 0.17 is the ability to put blueprints/books into the quick bar in a way that the quick bar is linked directly to the blueprint library window, so you don't need to have the physical blueprint items in your inventory. The other change is, that picking a blueprint from the blueprint library and then pressing Q will just dismiss it, instead of silently pushing it to your inventory. This works the same as the clipboard described in <ahref="https://www.factorio.com/blog/post/fff-255">FFF-255</a>. You can still explicitly insert the blueprint from the library to an inventory slot, but if you just pick it, use it, and press Q, it goes away.
</p>
</p>
<p>
<p>
In addition to this, other changes related to the blueprint library will follow soon after 0.17.0. The first thing is the change of how the GUI looks:
In addition to this, other changes related to the blueprint library will follow soon after 0.17.0. The first thing is the change of how the GUI looks:
We will also allow to switch between grid and list view. It mainly provides a way to nicely see the longer names of the blueprint. We noticed that players try to put a large amount of info about a blueprint in its name, so we are planning to add a possibility to write a textual description of the blueprint.
We will also allow to switch between grid and list view. It mainly provides a way to nicely see the longer names of the blueprint. We noticed that players try to put a large amount of info about a blueprint in its name, so we are planning to add a possibility to write a textual description of the blueprint.
The last big change is to allow to put blueprint books into blueprint books, allowing better organisation. Basically like a directory structure. Whenever a blueprint/book is opened, we plan to show its current location, so the player knows exactly what is going on.
The last big change is to allow to put blueprint books into blueprint books, allowing better organisation. Basically like a directory structure. Whenever a blueprint/book is opened, we plan to show its current location, so the player knows exactly what is going on.
Has it ever happened to you, that you have robots trying to put things into your full inventory, while you pick an item from it to build something, and then you just can't put it back, as the diligent robots just filled the last slot in your inventory by whatever they are trying to give to you? Wood from tree removal is the most frequent thing in my case.
Has it ever happened to you, that you have robots trying to put things into your full inventory, while you pick an item from it to build something, and then you just can't put it back, as the diligent robots just filled the last slot in your inventory by whatever they are trying to give to you? Wood from tree removal is the most frequent thing in my case.
</p>
</p>
<p>
<p>
This was annoying in 0.16 from time to time, but with the new quickbar, it started to happen even more, as now, you have only one inventory, and no reserved slots in the quickbar. To solve that, we just extended the "principal" of the hand. When you pick something from the inventory, the hand icon appears on the slot. As long as you hold the thing in your cursor, the hand stays there, and prevents other things from being inserted there. This way, you should always be able to return the currently selected item into your inventory as long as you didn't get it from external source like a chest.
This was annoying in 0.16 from time to time, but with the new quickbar, it started to happen even more, as now, you have only one inventory, and no reserved slots in the quickbar. To solve that, we just extended the "principal" of the hand. When you pick something from the inventory, the hand icon appears on the slot. As long as you hold the thing in your cursor, the hand stays there, and prevents other things from being inserted there. This way, you should always be able to return the currently selected item into your inventory as long as you didn't get it from external source like a chest.
<p>Everyone has different opinions about what makes a good Factorio world.
<p>Everyone has different opinions about what makes a good Factorio world.
I've been working on several changes for 0.17, but the overarching theme
I've been working on several changes for 0.17, but the overarching theme
has been to make the map generator options screen more intuitive
has been to make the map generator options screen more intuitive
and more powerful.</p>
and more powerful.</p>
<p>
<p>
This was talked about somewhat in an earlier FFF (<ahref="https://www.factorio.com/blog/post/fff-258">FFF-258</a>) regarding ore placement,
This was talked about somewhat in an earlier FFF (<ahref="https://www.factorio.com/blog/post/fff-258">FFF-258</a>) regarding ore placement,
but since then we found more stuff to fix.
but since then we found more stuff to fix.
</p>
</p>
<h3>Biter Bases</h3>
<h3>Biter Bases</h3>
<p>
<p>
In 0.16, the size control for biter bases didn't have much effect.
In 0.16, the size control for biter bases didn't have much effect.
The frequency control changed the frequency, but that also decreased the size of bases,
The frequency control changed the frequency, but that also decreased the size of bases,
which <ahref="https://forums.factorio.com/viewtopic.php?t=55113">wasn't generally what people wanted</a>.
which <ahref="https://forums.factorio.com/viewtopic.php?t=55113">wasn't generally what people wanted</a>.
</p>
</p>
<p>
<p>
For 0.17 we've reworked biter placement using a system similar to that with which we got resource placement under control. The size and frequency controls now act more like most people would expect, with frequency increasing the number of bases, and size changing the size of each base.
For 0.17 we've reworked biter placement using a system similar to that with which we got resource placement under control. The size and frequency controls now act more like most people would expect, with frequency increasing the number of bases, and size changing the size of each base.
<br/><i>Sliding the moisture and aux bias sliders to make the world more or less grassy or red-deserty.</i>
<br/><i>Sliding the moisture and aux bias sliders to make the world more or less grassy or red-deserty.</i>
</p>
</p>
<p>
<p>
A pet project of mine has been to
A pet project of mine has been to
put controls in the map generator GUI so that we could select generators
put controls in the map generator GUI so that we could select generators
@ -484,28 +426,21 @@
show the generator information to players. A couple of reasons for
show the generator information to players. A couple of reasons for
this:
this:
</p>
</p>
<ul>
<ul>
<li>It was already possible for mods to override tile property generators via presets, but
<li>It was already possible for mods to override tile property generators via presets, but
we didn't have a place to show that information in the UI.
we didn't have a place to show that information in the UI.
So switching between presets could change hidden variables in non-obvious ways
So switching between presets could change hidden variables in non-obvious ways
and lead to a lot of confusion.</li>
and lead to a lot of confusion.</li>
<li>I had dreams of shipping alternate elevation generators in the base game.</li>
<li>I had dreams of shipping alternate elevation generators in the base game.</li>
</ul>
</ul>
<h3>Water Placement</h3>
<h3>Water Placement</h3>
<p>
<p>
For 0.16 I <ahref="https://www.factorio.com/blog/post/fff-207">attempted to make the shape of continents more interesting</a>. Some people <ahref="https://www.reddit.com/r/factorio/comments/7n3mn1/016_swamplands_are_pure_awesome/">really liked</a> the <ahref="https://www.youtube.com/watch?v=-pkwTjG-sJg">new terrain</a>, or at least <ahref="https://www.reddit.com/r/factorio/comments/7krq86/question_about_water_generation_in_016/">managed to find some settings that made it work</a> for them. Others called it a "swampy mess". A common refrain was that the world was more fun to explore in the 0.12 days.
For 0.16 I <ahref="https://www.factorio.com/blog/post/fff-207">attempted to make the shape of continents more interesting</a>. Some people <ahref="https://www.reddit.com/r/factorio/comments/7n3mn1/016_swamplands_are_pure_awesome/">really liked</a> the <ahref="https://www.youtube.com/watch?v=-pkwTjG-sJg">new terrain</a>, or at least <ahref="https://www.reddit.com/r/factorio/comments/7krq86/question_about_water_generation_in_016/">managed to find some settings that made it work</a> for them. Others called it a "swampy mess". A common refrain was that the world was more fun to explore in the 0.12 days.
</p>
</p>
<p>
<p>
So in 0.17 we're restoring the <em>default</em> elevation generator to one very similar to that used
So in 0.17 we're restoring the <em>default</em> elevation generator to one very similar to that used
by 0.12. Which means large, sometimes-connected lakes.
by 0.12. Which means large, sometimes-connected lakes.
</p>
</p>
<p>
<p>
The water 'frequency' control was confusing to a lot of people including myself.
The water 'frequency' control was confusing to a lot of people including myself.
It could be interpreted as "how much water", when the actual effect was to inversely
It could be interpreted as "how much water", when the actual effect was to inversely
@ -514,9 +449,7 @@
which do the same thing, but in a hopefully more obvious way.
which do the same thing, but in a hopefully more obvious way.
Larger scale means larger land features, while more coverage means more of the map covered in water.
Larger scale means larger land features, while more coverage means more of the map covered in water.
</p>
</p>
<h3>New Map Types</h3>
<h3>New Map Types</h3>
<p>
<p>
In order to ensure a decent starting area, the elevation generator
In order to ensure a decent starting area, the elevation generator
always makes a plateau there (so you'll never spawn in the middle of
always makes a plateau there (so you'll never spawn in the middle of
@ -525,34 +458,28 @@
a circular ring of cliffs around the starting point,
a circular ring of cliffs around the starting point,
which looked very artificial, and we wanted to reduce that effect.
which looked very artificial, and we wanted to reduce that effect.
</p>
</p>
<p>
<p>
In the process of solving that problem I created another custom generator for debugging purposes.
In the process of solving that problem I created another custom generator for debugging purposes.
This one simply generated that starting area plateau in an endless ocean.
This one simply generated that starting area plateau in an endless ocean.
I don't actually remember how this was useful for debugging, but at one point I directed Twinsen to look at it
I don't actually remember how this was useful for debugging, but at one point I directed Twinsen to look at it
to illustrate the mechanics behind generating the starting area.
to illustrate the mechanics behind generating the starting area.
</p>
</p>
<p>
<p>
The rest of the team liked that setting so much that we're making it a player-selectable option.
The rest of the team liked that setting so much that we're making it a player-selectable option.
So in 0.17 you'll get to pick between the 'Normal' map type, which resembles that from 0.12,
So in 0.17 you'll get to pick between the 'Normal' map type, which resembles that from 0.12,
and 'Island', which gives you a single large-ish island at the starting point.
and 'Island', which gives you a single large-ish island at the starting point.
There's a slider to let you change the size of the island(s).
There's a slider to let you change the size of the island(s).
And speaking of scale sliders, we're expanding their range from ± a factor of 2 (the old 'very low' to 'very high' settings)
And speaking of scale sliders, we're expanding their range from ± a factor of 2 (the old 'very low' to 'very high' settings)
to ± a factor of 6 (shown as '17%' to '600%'). Previously the values were stored internally as one of 5 discrete options,
to ± a factor of 6 (shown as '17%' to '600%'). Previously the values were stored internally as one of 5 discrete options,
@ -564,47 +491,26 @@
<ahref="https://gist.github.com/Bilka2/a17841d0ff1028b63c60c2bbf6fa7e4f">editing some JSON</a>,
<ahref="https://gist.github.com/Bilka2/a17841d0ff1028b63c60c2bbf6fa7e4f">editing some JSON</a>,
you'll be able to create maps with values outside the range provided by the GUI sliders.
you'll be able to create maps with values outside the range provided by the GUI sliders.
</p>
</p>
<p>
<p>
Mods will be able to add their own 'map types' to the map type drop-down, too. If you really liked the shape of landmasses in 0.16 and want to be able to continue creating new maps with it, please let us know on the forum.
Mods will be able to add their own 'map types' to the map type drop-down, too. If you really liked the shape of landmasses in 0.16 and want to be able to continue creating new maps with it, please let us know on the forum.
The design of the accumulator has been always good. The 4 very visible cylinders, looking like giant batteries, Tesla poles and the electric beams perfectly telegraphed its function in terms of style and readability. That’s why for the high-res conversion we were very careful about keeping this entity as it was.
The design of the accumulator has been always good. The 4 very visible cylinders, looking like giant batteries, Tesla poles and the electric beams perfectly telegraphed its function in terms of style and readability. That’s why for the high-res conversion we were very careful about keeping this entity as it was.
</p>
</p>
<p>
<p>
The only thing that was a bit disturbing (for some) are the poles crossing to each other when more than one accumulator is placed in a row. So we decided to fix it (or break it). The rest of the work was making the entity compatible for the actual look of the game. But in essence accumulators are still the same.
The only thing that was a bit disturbing (for some) are the poles crossing to each other when more than one accumulator is placed in a row. So we decided to fix it (or break it). The rest of the work was making the entity compatible for the actual look of the game. But in essence accumulators are still the same.