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Version 0.18.32 released

Graphics


  • New beacon graphics.
Features


  • Changed fluid mixing to a simpler version that only checks when manually building most things.
  • Added a flush fluids button to the pipe, underground pipe, and storage tank entity GUIs.
Gui


  • Show only unlocked items in filter selection (inventory and quickbar) and logistic/trash requests. Other selections like signal selection/upgrade selection are not affected. New interface settings (off by default) bypasses this and allows the player to see all items as before.
  • When selecting an element from a slot that has already value, the selected value is now going to be highlighted with the related tab (if applicable) selected.
Bugfixes


  • Fixed a few weird pixels in heat exchanger East sprites. more
  • Fixed player mining animation had the backpack affected by the color mask. more
  • Fixed mining drill status after disconnecting it from logistic network. more
  • Fixed massive script time usage in Wave defense scenario after configuration changes. more
  • Fixed that infinity GUI filters didn't list all items.
  • Fixed issue with upgrading ghost of assembler with pipes. more
  • Fixed new electric mining drill was missing integration layer. more
  • Fixed crash when unit group is destroyed while its goto behavior is being updated. more
Modding


  • Changed beacon graphics definitions. Graphics are now defined in graphics_set prototype property. If graphics_set is not defined, old animation and base_picture properties will be loaded instead for limited backwards compatibility.
Scripting


  • Added LuaFluidBox::flush().
  • Added LuaPlayer::auto_sort_main_inventory read.


You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.

Friday Facts #351 - Beacon re-redesign Simplified fluid mixing

Read this post on our website.

The Beacon Redesign (V453000)


The Beacon is one of the last entities that don’t have high resolution graphics yet. In the rather recent FFF-339, Albert presented the updated and redesigned Beacon. After your responses we realized some issues we hadn’t seen with the Beacon before, and we have taken some time to think about it...



The red tower design by itself is very impressive, which gave it so many plus points that we didn't focus enough on the fact that it is taking too much visual attention. In this case, this happens because of aggressive red colours, the big contrasty yellow eye-like circle, the entity being quite tall, and the electric beam animation. Random variations are usually helpful to make entities look nicer in clumps (like resources), but not in this case, especially as other built entities don’t have any variations.

The options to take from here would be to either update the original design, adjust the red tower, or start a new redesign.



The Beacon is a very special entity, either it doesn’t appear in a factory at all or very little, or it’s everywhere. It doesn’t really do anything by itself so it doesn’t really need to show much activity either.

The original design has its own problems and also saturates the screen very quickly, as they are bright, also tall, and they always move, attracting attention to the movement constantly.

As for the red tower, most of the top part would have to be removed which is almost a complete redesign already, but parts of the hole could be recycled for a new version...

We chose to start a new redesign, with the design goal of the Beacon trying to take much less attention.

The Beacon Re-redesign (V453000)


For everything we generally respect the idea of height, in the sense that the higher something is, the brighter it usually looks. The less important background is usually darker, while the foreground (entities) is usually brighter, especially at their top parts.

The red tower was put in a hole mostly to be able to create a really tall tower in a 3x3 bounding box yet not overlap the tiles above the entity too much.

What could be done instead is to put the whole Beacon in a hole entirely and therefore make it generally darker and less noticeable. This way we would change its idea from a tower to an underground electronic/powerful entity, and try to explain that the effect is being transmitted underground by cables.



Do notice that a lot of the meshes in the model are coming from Albert’s redesign, which was really helpful to get the new redesign done in a reasonable time.

The beacon is generally less saturated than any of the previous designs, which again makes it less intense, and makes it fit better in its typical habitat of concrete tiles, though it looks just fine on more natural terrain as well.

While the submerged design works well in terms of making the Beacon take very little attention away from the producer entities, there are multiple issues. Most importantly it doesn’t look like a Beacon on the first sight. As a side-effect, the Beacon starts looking very top-down without combating our perspective, though that would probably be possible to address by changing the design significantly.



And so a tower clawed its way back into the concept, to explain how the effect is transmitted. Just a slim and lightweight tower though, without taking too much attention.

The two black squares are actually module slots, and the Beacon now dynamically visualizes the modules inside.

This is conceptually questionable, as we definitely don’t want to start a precedent of adding visible module slots to every single entity, but the Beacon has no other use than the modules, so we think it's an acceptable exception.



The modules do take a bit more attention back again, but also remove some. With modules always visible, we could remove Alt-mode from the Beacon.

This means whenever you toggle Alt-mode on, you’re only seeing the overlay change on the producer entities.


See how much more breathing room do the assembling machines have in the screenshot above. As the Alt-mode overlay isn’t really useful most of the time on Beacons, we can afford to remove this visual clutter. It can of course be re-enabled by mods.



The module slots are procedurally tinted, so if a mod adds custom modules, it only needs to specify the tints at the definition of the module item without touching the Beacon at all.

https://cdn.factorio.com/assets/img/blog/fff-351-beacon-loop.mp4

It’s worth mentioning that one of the reasons why the Beacon got away without high resolution sprites for such a long time, is because it’s a late game entity for generally large factories, so the player mostly looks at them while zoomed out.

As you can see in the animation above, the tower has a subtle glow animation that explains the effect transmission when zoomed in, while almost invisible when zoomed out, trying to balance between being interesting close in, and non-disruptive far out.

The glow effect is also tinted by the colour defined by the module lights, in fact it averages the colour if two different modules are in the Beacon, which isn’t very useful for the base game but for some mods it could be a nice detail.



As usual, we plan to release the new Beacon next week.

Fluid Mixing Prevention - take 9001 (Rseding91)


The original concept of fluid mixing prevention sounded great: mixing fluids is (virtually) never desired - so let’s stop it from happening - that's simple. This is the part where the movie stops and the narrator says: "But it wasn't simple, it wasn't even close to simple..." To keep things short I'll just say: complexity compounded with more complexity and an entire game built without the concept of "fluids can't mix" meant over a year and a half later there are still parts that can't be handled "gracefully".

When the concept was first talked about it seemed... off. Mixing fluids is not desired - and the solution is to full-stop prevent it? But let’s take that same solution and try to apply it to something else: belts. Mixing belt contents is (mostly) not desired (people have gone full crazy and made setups around it... but that's another story). So what if the game tried to stop you from mixing belt contents? Sounds crazy to me.

But it happens: belts get mixed and it's not as big of a problem as fluids getting mixed - why is that? Because there's a quick and easy way to fix the problem: just 'hoover up' the items from the belt and its fixed. There's no quick and easy way to fix mixed fluids - you have to pull up the entire length of pipe to get it all out. Even if you don't mix fluids - but just get the wrong one in a pipe - it's still a huge pain to fix.

This idea isn't new - it was talked about back when fluid-mixing-prevention started - but it was recently brought up again and we decided to give it a try: simple fluid mixing prevention. Just try to handle the most common case - manually building things - and in the more complex cases where mixing might happen, provide a quick-and-easy way to fix it: a button to flush all of a given fluid from the pipes.

https://cdn.factorio.com/assets/img/blog/fff-351-fluid-flush.mp4

This new simplified system will be ready for release next week, so you can give it a try and let us know what you think.

Version 0.18.31 released

Graphics


  • New electric mining drill graphics.
  • Tweaked electric mining drill icon to be a bit more colorful.
Minor Features


  • Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents.
  • Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players.
  • The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically.
Bugfixes


  • Fixed crash when merging force that contained unit groups. more
  • Fixed character preview being empty when the character is in a vehicle.
  • Fixed script error when trying to load old PvP save games. more
  • Fixed setting vehicle driver/passenger to an offline player would crash the game. more
  • Fixed 4th parameter of noise.terrace function was parsed as literal number but was used as noise program register index. more
  • Fixed an issue with modded entities having an electric output flow limit of 0. more
  • Fixed that furnace recipe auto-selection didn't work correctly with temperature ranges. more
  • Fixed that LuaUnitGroup could be used while in an invalid destroyed state.
  • Fixed button for selecting signal or number would not switch from number to signal with left click. more
Modding


  • Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored.
  • Mods can now be loaded from directories with the name of the mod but no version number.
  • Added color_filters to utility-constants.
  • Input fluid box with connection set to output or input-output will not have volume forced down by recipe fluid ingredient amount.
Scripting


  • Added LuaSurface::show_clouds read/write.
  • Added LuaPlayer::stashed_controller_type read.
  • Added LuaBootstrap::register_on_entity_destroyed().
  • Added on_entity_destroyed event fired after an entity registered with LuaBootstrap::register_on_entity_destroyed() is destroyed.


You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.

Friday Facts #350 - Electric mining drill redesign

Read this post on our website.

Electric mining drill redesign (Ernestas & V453000)

The electric mining drill is one of the older designs still in the game, and we have had our eye on it for a long time as a candidate for redesign.

We would have loved to rework the mining drill in 0.15 when we added high resolution graphics and the pipe patch for it, but we had many nuclear related graphics to do for 0.15, so we just did the necessary minimum and postponed the full redesign. Now was finally the time we could unleash Ernestas onto it.

[h3]The old design[/h3]
The most problematic aspect we see is the weak radial animation that’s more like gently harvesting a field, rather than aggressively mining and destroying the planet.



The original mining drill is also very flat like a top-down square. In general we try to avoid square entities like the plague, as they tend to look disintegrated with the world because they don’t try to hide that their perspective isn’t correct.



The pipe patch for uranium ore mining makes the mining drill look like a different entity as it is massive compared to the ultra lightweight drill. Now that we can account for the pipe patch from the start of the design process, we can make it better integrated.

[h3]The new design[/h3]
The drill bit is the part that does the action and therefore is the main characteristic for the entity. We spent multiple iterations trying to find the right shape for it first.

We tried a tricone, four metal drills, a cone shaped drill bit, and none of them worked. Mostly the problem was visibility or too many details, which became even worse while drilling. Having a small pixel area is what usually limits us on what we can create, and also things need to be recognizable from far away.



Through trying various options, we chose to use a similar solution to the burner mining drill, as that is already established in the Factorio language. It makes it clear that the miners are one family of entities.



The old animation had one big benefit - it could work non-stop and move around the collision box so it looks like it’s harvesting from various tiles. With the new construction of the drill, it has to lift to move around. However, the drill can be outputting resources even when the drill bit is lifted, so we have added a working LED and a tintable layer for resources being dropped to the output, making it clear when the drill is in a working state.



Since the movement of the drill is procedural and Ernestas was smart about optimizing the spritesheet space, we can save a lot of VRAM compared to the original mining drill (about 40MB). We were considering a lot more additional animations but it would multiply VRAM requirements too much, or it would become too procedural and too complicated to implement.

The resource layer, the pipe contents and the smoke emitted by the drill bit are all tintable layers, specified by resources, which make it very dynamic and mod friendly.



The remnants ignore rotations, but have 4 variations. Typical mining fields usually use only 2 rotations anyway, so this way it always looks a bit nicer.

Click to view full resolution

The sound of the mining drill has also been updated. Unfortunately Factorio does not support multiple working sounds per entity, which also means we can’t synchronize sounds with the animation. So Ian had to invent a sound that would work nonstop. Since there is almost always more than one mining drill working, it should be fine.

https://cdn.factorio.com/assets/img/blog/fff-350-08-new-drill-animation.mp4

We were finishing the mining drill in the last few weeks so we couldn't release it with the new icons. We didn't feel like creating a new icon for the old design and found it to be a cute little hint that the redesign is coming. Hopefully the confusion why the new icon looks completely different to the entity will be cleared up next week when we release the redesign presented in this post.

Version 0.18.29 released

Graphics


  • Reworked Engine unit icon.
  • Tweaked the color of Sulfur icon.
Changes


  • Updates to mini-tutorials.
  • New descriptions for mini-tutorial list.
Features


  • Added support to manually set several paths through the config.ini [path] file. 'saves', 'scenarios', 'mods', 'archive', and 'script-output'
Bugfixes


  • Fixed choose-elem-button filters not being respected when clicking the button with an item in hand.
Scripting


  • Added LuaEntityPrototype::grid_prototype read.


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.