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Friday Facts #339 - Beacon HR + Redesign process

Read this post on our website.

The beacon is one of the last entities left to convert to HR. As always, before 'just re-rendering' we take the chance to re-think the concept and modernize it. This post will try to go a bit deeper in the process of redesigning such an entity.

The old beacon




At the beginning of the project, the style of the game was less or more clear: nothing looks brand new. Everything looks dirty and DIY. The machines need to be full of details, if possible trying to explain its mechanics. The colors are provided by the raw materials. The bounding box is everything. And some other rules that I don't even remember now.

The main handicap at that time was that we didn't have the experience of how the average player is composing the factories. So we produce a nice looking model but once it is placed in the factory, it doesn't look that nice due to the lack of context.

The process for the new beacon

The beacon is a very advanced late game entity. Usually placed very close to each other in long rows, horizontal or vertical. Its function is to provide extra power to other entities in its surroundings through the air.

One of the main objectives for the redesign is not only a better coverage of the most common needs of the entity (shape recognition, working good in its context, and total integration in the world of the game) but also its expressivity.

It would be really good to understand the use of the machine just by looking at it.



In this early sketch the main concepts are already defined.

It needs to be a tower in order to transmit the effect. But the tower has to be transparent, otherwise it will occlude the other entities behind, creating a problem of readability.

It has to look modern. That's why the conical shape with rounded windows. It reminds of a soviet space capsule. The blinking lights inside will help not only to look more technological, but also will help for visibility.

Due to its normal usage in long rows, the plan was to create an extra tileset of cables connecting the beacons to each other. So the composition would look much more interesting and organic with the player moving under this network of beacons.

The idea is cool and it works on paper, but once we get to work, we realise that it's needed to fill a square of 3x3 tiles. Once in the 3D viewport, this concept changes too much to not think of different solutions.

Connecting the entities with cables. It looks like the beacons are interacting with each other creating a more powerful net of beacons, and this is sending the wrong message.

Save the good stuff and solve the problems in a new version

The main problem was the need of stuffing the tower in a squared area. This rule of the collision box forces every entity to be some sort of a blocky box on top of the ground, always, and for this entity we really needed the tower.



To solve this issue a new concept appears: Let's create a hole in the ground that covers the collision box area, and build the tower inside. It looks higher than what it really is, and the occlusion with the tiles behind is in the acceptable limits.



The beacon looks modern, colorful, tall, high tech, and integrated in the world of Factorio. It even solves the collision box issue and is easy to recognize from afar. But it has something wrong: it doesn't work fine in an array, and the center of the entity is too complicated. It creates a chaos of pixels that is hard to see, especially when overlapping with another beacon vertically.

A better beacon

To solve the ultimate complication for the array situation, a few changes are relevant to do.
Cleaning up the center of the entity in a way that works as a background with himself when overlapping in vertical (or any other tall entity, like a pole).



In the so common array situation, it's going to be really nice seeing the beacon with some variations. This will make it look more natural, and pleasant to the eye.

We would like to use this sort of variations for every entity, but the amount of work and VRAM needed would be just insane.



This is still a work in progress. Right now I’m working on the animation of the beams. I’m trying to make it much more subtle, because the way it is here it calls too much attention and saturates the screen very easily.



The layer of the beams and the light will be separated and tintable in a single spritesheet. Probably the yellow rounded light also. It will be available for any modder to make a modified beacon just by changing the RGB values.

There are many things I didn't say about this process of redesign, but I had to keep them out because this post is already very long. I hope it was interesting to you.In future releases, very soon, you’ll be able to play with it.

Version 0.18.14 released

Gui


  • The production statistics and electric network GUIs now have a new look.
  • The kills GUI (K keyboard shortcut) has been removed. Kills statistics are now accessible as a tab in the production statistics GUI.
Bugfixes


  • Fixed an issue with nested items in items. more
  • Fixed Character GUI missing logistics tab due to missing technology migration. more
  • Fixed Character GUI recipes constantly scrolling up when crafting or when inventory changes. more
  • Fixed that simple mouse click on double slider button would not set a slider as active. more
  • Fixed that tabbing out of empty high value textfield of double slider would reset it to 0. more
Scripting


  • Removed the defines.gui_type.kills value from defines.gui_type.


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

Version 0.18.13 released

Gui


  • The character GUI now has a new look.
  • Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
  • Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
  • Updated the look of filter, item and circuit signal selection GUIs.
Changes


  • Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.
  • Removed the restriction of not allowing to have two identical blueprints in the blueprint library or blueprint book.
  • Allowed to delete blueprint/books/upgrade planners/deconstruction planners also when opened in other inventory.
  • Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu.
  • Allowed to edit blueprints in the blueprint library the same way as when it is an item.
  • Allowed to export blueprint books in blueprint library (it was only possible in inventory before).
  • Allowed to choose whether train fuel should be included in a blueprint.
Bugfixes


  • Fixed that 3rd last row of 4th sheet of gun turret shooting had duplicate frame. more
  • Fixed desync when changing recipe that was outputting large amount of fluid per crafting cycle to recipe that outputs low amount of fluid. more
  • Fixed sprite button would not respect draw_shadow_under_picture style property. more
Modding


  • Added main_menu_background_image_location to utility constants.
Scripting


  • Removed LuaStyle::extra_padding_when_activated read/write.
  • Added LuaStyle::extra_top_padding_when_activated, extra_bottom_padding_when_activated, extra_left_padding_when_activated and extra_right_padding_when_activated read/write.


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

Friday Facts #338 - The (real) Character GUI

Read this post on our website.

The Character GUI (Twinsen)

It was 11 months ago when we first mentioned the new Character GUI, in FFF-289. After all that time, it's finally getting ready. Since you can expect to see it released sometime in the next 1 or 2 weeks, we would like to present a quick recap of the features and changes, and some real in-game screenshots.

The Character window is now split into 3 tabs. Logisitcs and auto-trash were moved from the central frame into a tab and a new tab called Character was added. Using inventory/stack transfers in the player inventory will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.

https://cdn.factorio.com/assets/img/blog/fff-338-tabs.mp4

Logistics and auto trash are now merged into 1 panel. Using a double slider you can set an interval. If you have less than the first value, robots will bring more, if you have more than the second value, extra items will be auto-trashed and taken away by the robots. The double pop-up and extra confirm might seem strange, but it's made this way to solve the problem of robots bringing you items before you finished setting up your request.

https://cdn.factorio.com/assets/img/blog/fff-338-setting-filters.mp4

With the merging of requests and auto-trash, we also made it so you can now set an unlimited number of requests, regardless of research. Furthermore, everything is unlocked in one research: unlimited logistic requests, auto trash, and 30 trash slots are all unlocked by the "Logistic robotics" research that is at blue science.

Searching now not only searches the recipe GUI, but also the inventory and logistic requests.

https://cdn.factorio.com/assets/img/blog/fff-338-search.mp4

By popular demand, we also added a switch to quickly turn personal logics on or off. Turning off personal logistics will stop logistic robots from bringing requested items. It will also stop items from automatically being moved to the trash slots. Logistic robots will continue to empty the trash slots.

https://cdn.factorio.com/assets/img/blog/fff-338-toggle.mp4

Since the recipe GUI has a new style, we also updated the look of the filter, item, circuit signal, and upgrade selection GUI styles. Some of the other GUIs in the game will have some visual issues due to the mix of old and new styles. My next step will be to fix these issues as soon as the Character GUI is released.

Looking back, this GUI took 13 months and 3 programmers (working alternatively) to implement. This is excluding mockups and UX design. It's a long story, but one thing that's obvious is that the GUI scope has grown far beyond what our codebase is capable of. For this reason, we won't be focusing obsessing that much on the GUI in the future. We will finalize the transition of styles, fix obvious issues and low hanging fruits, and try to get everything at a consistent level of quality for 1.0.

This new Character GUI and changes will likely affect some mods, especially those relying on logistic technologies, logistic slot related APIs, old style definitions, etc. Thankfully a lot of mods will be unaffected, so we hope it won't be too much disruption. Still, we wanted to give some forewarning.

Community spotlight - Krastorio 2 (Bilka)

Over the past two weeks, an overhaul mod called Krastorio 2 has been going through closed alpha and beta testing. Krastorio 2 is an overhaul mod that aims to provide a vanilla-style experience with an expanded post-rocket game and updated recipes. The mod will be released later today, so I wanted to take the opportunity to spotlight it.

My factory, grown over the two weeks of testing, showing off the custom mod graphics. Click to view full resolution

The mod changes almost all recipes without introducing many intermediates, making it close to vanilla while still being a new experience. One of the bigger changes is that late-game technologies do not require the starting tech cards (science packs). Combined with the tech cards mostly needing intermediate products, you can reroute the ingredients of the tech cards into other production as the tech cards become obsolete.

Post-rocket tech cards are consumed in the lab area on the left in the image, the pre-rocket tech labs stand disused in the bottom right.

The biggest feature of Krastorio 2 is that it adds a significant amount of content beyond the rocket launch, including a new win condition. After automating rocket launches there are three more tech cards waiting to be researched, two new resources waiting to be harvested, and many more useful items to be crafted. All that production and the win condition take a significant amount of power but thankfully the mod adds an effective power generation option to fulfill the factory's needs.

Fusion power

All in all, the mod can be described as a great mix of updated recipes and fresh mechanics that are kept in line with vanilla. This means that the mod is not as overwhelming as overhauls that really focus on certain mechanics such as many additional resources, fluids or intermediates. Instead Krastorio 2 strikes a great balance between old and new. The mod has many more features that I did not mention here; so if I made you curious, check out the mod for yourself and have fun playing!

Version 0.18.11 released

Graphics


  • Fixed player character shadow didn't animate in idle state when not facing north.
Bugfixes


  • Fixed that LuaEntity::splitter_filter would reject a LuaItemPrototype. more
  • Fixed smart entity collision mode in tile editor did not work with offshore pump. more
  • Fixed that modded shortcuts that spawned items not visible in the blueprint library didn't work. more
  • Fixed that technology tooltips didn't show debug tooltip data the same as other tooltips. more
  • Fixed that crafting machines would report as supporting backer names through the Lua API. more
  • Fixed that un-researched recipes couldn't be used while in the map editor. more
  • Fixed that the removed-content GUI didn't include some translations. more
  • Fixed a desync related to invalid rail signal requested to be closed by circuit network. more
Modding


  • Added InserterPrototype::chases_belt_items. more
Scripting


  • Added LuaEntityPrototype::inserter_chases_belt_items read.
  • Added surface to the selected-area events.
  • Changed LuaSurface::spill_item_stack() to return the created entities if any.


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