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DevBlog #82 | Foundry Fridays: Terraforming Overhaul

Hello everyone!

In this week's dev blog we will talk about terraforming and what is planned to improve it.

[h3]What is terraforming?[/h3]
Let’s start with an overview: The term “terraforming” is about two core features: removing existing terrain blocks (voxels) and placing new terrain blocks, which allows you to shape the world to your desire. Today I’m going to focus on removing (mining) blocks, as that is the part where we get most requests for improvements.


[h3]What’s wrong?[/h3]
I have identified the following core problems:
  • It is slow: Mining blocks by hand (drill/laser) takes too long. There is research to improve the speed, and the laser is an overall speed increase over the drill, but ultimately it stays pretty slow. It is fine for a couple blocks, but for large scale excavations it gets tedious quickly. This is especially true if you want to excavate large pits for foundations, which in turn leads to players building floating platforms for convenience.
  • It is cumbersome: The amount of reports about the drill range being too short and similar complaints isn’t particularly low and I get that. You’re in a cave and you want to drill out just two blocks above the character and you can’t reach the block without building yourself some support first. It gets better with the laser, but that one is unlocked only late in the game.
  • It isn’t fun: In case the two issues above didn’t make you stop excavating at all, you’re left with a boring un-fun task. For many players it feels like the game tries to discourage you from doing large scale terrain modification.

Looking at the list I want to mention that when I designed those systems, it obviously wasn’t my intent to make you have a bad time with terraforming. I think I made a mistake in wanting to have a strong progression. I wanted it to be slower and more limited at first, so that it feels more rewarding when you unlock those researches that improve it. Ultimately I created a system that never really works well. While I still believe that unlocking improvements is an important part of the game, I have changed my perspective on the matter. In hindsight, I’ve misjudged the importance of terrain modification for regular factory building. While terraforming is central and important for mining, it isn’t for regular factory building and therefore people are not going to use it if it is not super accessible.

[h3]Solutions & Changes[/h3]
The new plan for terraforming is to make it as accessible as possible. I just don’t think there is any value in making it cumbersome at the start of the game. I’m looking for a change that makes cosmetic terraforming something that doesn’t bore you and makes you feel like it can be done relatively quickly. That being said, I still want unlockable improvements coming from the research tree. Over the past week I’ve prototyped a system that looks very promising, so let us proceed to the exciting part.

[h3]Character Mining Drones[/h3]
We already have a drone miner building with mining drones to mine ores, so why not give the player robot personal mining drones to do the job for him. In my prototype you can designate blocks (and whole areas) for excavation, and as long as you’re close enough to that area, your personal drones will excavate for you. Here’s a video:

[previewyoutube][/previewyoutube]
Keep in mind that this is proof of concept and lacks polish in many ways.

As you can see there are multiple ways (single block, “floor”-shaped, 3d box) to mark blocks for excavation and then your drones just fly to the block, mine it for you, and bring you the resource. It is way faster than before, so it should make it more viable to modify terrain early in game. The system still provides plenty of room for research improvements: Drone Count, Drone Speed, maybe even carry capacity and other things.

Initial testing is positive and excavating feels good, therefore it is time to share this and see how the community reacts. As of now I think we would remove the drill, keep the laser as the default mining tool and integrate those new features into the laser. The new mining drones would be available from the start so that you can enjoy terraforming right away.

You might wonder if that makes explosives obsolete and I don’t think it will. If you want to get rid of terrain quickly, without needing precision, explosives will still be a bit faster.

It’s also worth noting that this might not be the only new terraforming mechanic, we might still look at stationary buildings which can excavate for you, but we haven’t decided that yet.

[h3]Feedback[/h3]
I feel like I’m saying this in every blog post, but please let me know what you think. Do those changes look good? Do you think my analysis about the problems is correct, did I miss anything? Do you have any other suggestions? Anything else? Let me know in the Steam comments below or on our Discord.

Thanks for reading,
-mrmcd



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DevBlog #81 | Foundry Fridays: Update 2.1

[p]Hello everyone![/p][p][/p][p]Today’s blog post is a mixture of a couple different things. We’re back to our regular development work and it might take a bit until those in-depth feature heavy dev blogs like we had leading up to Update 2 are going to come back. Yet we’ll try to keep them as interesting as possible until we come back with the big topics.[/p][p][/p][h3]Train Preview[/h3][p]Here’s a video of the latest art iteration of our train models. We have made some adjustments since our initial teaser video. They are still work in progress and lacking textures, but we wanted to share this early to gather some feedback.[/p][p][/p][previewyoutube][/previewyoutube][p]
Let us know if you like the visuals! In the future we’ll also share some details about how trains work, but it needs a little more work on our side first.[/p][p][/p][h3]Hotfix #3 for Update 2[/h3][p]Our third and by far largest hotfix since Update 2 “Galactic Commerce” is out now and it features a long list of fixes and improvements: See the full patch notes here.
[/p][h3]Update 2.1[/h3][p]We are now aiming at delivering a minor update - Update 2.1 - next, which will address some of the most common quality of life requests, provide you with some additional terraforming features and might have some other smaller content features. No promises on the latter though, yet! Also rest assured that this isn’t slowing down development on the bigger features like trains![/p][p][/p][p]We read over all your feedback, and here are the most requested asks which we’re trying to address:[/p][p][/p][p]Research / Station Upgrade Queue[/p][p]We haven’t had the time to add it in the past, but now we do and I’m happy to confirm that we will add queues for research and station upgrades.[/p][p][/p][p]UI Search Fields[/p][p]We will be adding the ability to search to various UI elements, including the Crafting Frame, Inventory Frame and Research Frame.[/p][p][/p][p]Better Space Ship Management[/p][p]We’ll add additional sorting options, filters and a search bar to the space ship management frame to make it easier to manage your space ships.[/p][p][/p][p]Autorun[/p][p]Tired of holding W? Autorun hotkey confirmed![/p][p][/p][p]Maybe: Improved Map[/p][p]We are looking at improving our map and increasing zoom range, but I can’t yet tell if this will make it into Update 2.1 because it is quite a bit of work. In case we can’t make it, you can expect map improvements in the upcoming larger train update.[/p][p]
Maybe: Further Improve Belt Dragging[/p][p]We got a lot of feedback that it would be better if the new belt drag feature wouldn’t have two different modes (forward and backward) and I’ll be looking at options to unify it. I’m not sure if this will work well, but I’ll give it a try![/p][p][/p][p]Additionally there are some other quality of life improvements we’ll be looking into, but as they are more experimental in nature I don’t want to overpromise at this point.[/p][p][/p][p]Thanks for your attention and see you again in two weeks![/p][p]-mrmcd[/p][p]
Follow us on socials: [/p][p][/p][p]Stay tuned for more news![/p][p][dynamiclink][/dynamiclink][/p]

Hotfix #3 is now Live!

[p]Hello everyone!

We have a new Hotfix coming your way.

Read all about what is included here:
[/p]
  • [p]Pressing escape now pauses the game in single player[/p]
  • [p]Added arrows to conveyor textures to make it easier to see in which direction they are heading[/p]
  • [p]Fixed a bug where the firmarlite costs for fuel consumption(past day) in the fuel depot were displayed incorrectly[/p]
  • [p]Fixed employee of the month sign not showing the name of the employee of the month[/p]
  • [p]Fix for dropped items not streaming in/out correctly[/p]
  • [p]Improved ore vein miner tooltip[/p]
  • [p]Improved stairs 2x1 lod[/p]
  • [p]Fixed invalid drag plane angle for 2x1 stairs[/p]
  • [p]Fixed bug with market share display in select planet frame[/p]
  • [p]Tuned crafting time of Machinery Advanced Parts[/p]
  • [p]Fixed bug where unequipping the orbital laser wouldn't turn it off[/p]
  • [p]Fixed bug where smelters were able to make certain crafting recipes before they were unlocked[/p]
  • [p]Increased loader speed to 1800 items per minute so that they now support the t4 belt speed[/p]
  • [p]Fixed typo in elevator voice line[/p]
  • [p]Color tuning to make text on commerce per planet more legible[/p]
  • [p]Made font size more legible on producer screen panels where there are more than 4 ingredients[/p]
  • [p]Fixed out of date assembly line info db page[/p]
  • [p]Fixed memory leak in UIModelPreview[/p]
  • [p]Fixed error that could occur on dedicated servers that are running without a gpu[/p]
  • [p]Fixed issue with ore veins sometimes being generated in such a way that two ore vein miners would attempt to mine the same voxels in the core which isn't allowed[/p]
  • [p]Added a cap to the max speed a modded conveyor belt can run because anything faster than this
    can cause some game/graphical corruption which can make the game unplayable[/p]
  • [p]Fixed crash that could occur when deconstructing assembly line mergers[/p]
  • [p]Fixed a bug where an invalid mesh was created when connecting power lines when the connection points were too close[/p]
  • [p]Changed market frame so you can see current firmarlite and construction material[/p]
  • [p]Made it so that on shipping pads newly unlocked ship types are enabled on older shipping pads by default[/p]
  • [p]Fixed a bug on the shipping pad frame where ship selection button looked as if the ship type wasn't available even though it actually was.[/p]
  • [p]You can now specify your starting planet through your app.cfg file(ex: starting_planet="_base_starting_planet_3)[/p]
  • [p]Fixed errors that could occur when interacting with space ships in multiplayer[/p]
  • [p]Minor changes to recurring buy orders to make them more understandable[/p]
  • [p]Added error ui for when people connect loaders to direct belt connections(such as the shipping pad)[/p]
  • [p]Added fuel consumption history and stats to fuel depot frame[/p]
  • [p]Now show an error message when belts get connected to an unconfigured shipping pad[/p]
  • [p]Fixed invalid cargo bay upgrade description[/p]
  • [p]Removed ability to drop/destroy critters(they can still be placed in the world, just not as static items)[/p]
  • [p]Fixed issues with market frame where ships didn't refresh their name(also improved text readability)[/p]
  • [p]Added more information in shipping pad tooltip[/p]
  • [p]Added better information about allowed save file characters[/p]
  • [p]Added more information about world gen settings[/p]
  • [p]Fixed issue with conveyor drag mode where it was possible for it to add slopes in the wrong direction[/p]
  • [p]Freight elevator now flashes red if there are any connection issues and pointing at it will provide a tooltip of what the issues are[/p]
  • [p]Moved debts to finances tab[/p]
  • [p]Add firmarlite widget to the top right of the first person hud[/p]
  • [p]Fix leaderboard not showing own company name on first startup[/p]
  • [p]Fix typo in container research template[/p]
  • [p]Fix gaps/seams in mesh of all 3 shipping platforms[/p]
  • [p]Some players are using WeMod mods and some of those mods are out of date and cause the game to act unexpectedly(such as the infinite jetpack mod). The game will now detect the use of wemods and if the game encounters any errors, the game will pop up a dialog next time it's opened warning the player that their WeMods might be causing issues with the stability of the game.[/p]
  • [p]Fixed memory leak in modkit icon generation window[/p]
  • [p]Fixed missing assets in modkit asset packs(you will need the modkit hotfix for these assets to work)[/p]
  • [p]Freight elevator now tells you max reachable height as your are placing it[/p]
  • [p]Optimized map framerate(still a work in progress)[/p]
  • [p]Fixed a bug on trade route ship fuel consumption where fuel didn't increase with distance as intended[/p]
  • [p]Fixed fog looking incorrect on glass at a distance[/p]
  • [p]Remove 'resume' button from launcher when you connect to a server because players were assuming it would reconnect to the server when clicking resume and they would end up playing offline and losing their progress[/p]
  • [p]Fix for a crash that could occur if your save file had more then 65536 conveyors[/p]
  • [p]Fixed bug that could occur allowing you to have two c3bbs when using the 'skip intro' option[/p]
  • [p]Hid sector distance when unlocked on planet frame[/p]
  • [p]Fixed bug in planet frame where the wrong fuel category was shown[/p]
  • [p]Changed stack size of c3bb hub to 1[/p]
  • [p]Fixed data system dropdown not showing the correct comparison operator[/p]
  • [p]Fix for assembly line rail(straight) having too large a collider[/p]
  • [p]Fixed crash that could occur when placing freight elevators out of bounds using free placement mode[/p]
  • [p]Ore vein miners now consume less fracking fluid based on mining efficiency research[/p]
  • [p]Adjusted screen panel of fracking tower and ore vein miner to show additional information regarding mining efficiency[/p]
  • [p]Adjusted research description for mining efficiency[/p]
  • [p]Updated localization [/p]
[p]Thank you and have a nice day! Follow us on socials: [/p][p]Stay tuned for more news! [/p][p][/p][p][dynamiclink][/dynamiclink][/p]

DevBlog #80 | Foundry Fridays: Timeline & Hotfix

Hello everyone!

Thank you for all the feedback we have received since the last FOUNDRY Friday where we presented our plans for the future and asked for feedback about what the next update should contain. Reading your thoughts is very helpful and helps us prioritize things.

Our current plan is to do one more big update this year and potentially one or two smaller updates. The main content for the bigger update is planned to be trains, strong contenders for minor updates are new terraforming features and general quality of life improvements.

Please note that things can be subject to change. We wanted to announce our plans early, as we want to be as transparent as possible about the development process, but that includes predictions and estimates which could change.


[h3]The plan for trains[/h3]
We intend to bring trains as soon as possible (before the update itself) on to an experimental preview branch where people can try them out and provide feedback. On this branch you should not expect them to make sense in terms of balancing or to be fully functional, but instead as an early preview to gather feedback - especially regarding usability and player comfort. Trains in a 3D world can be a challenge, and we want to get it right before we release them as a full update. I do not yet have a timeline for such a branch, but I’ll keep you up to date.


[h3]Upcoming Hotfix & Quality of Life[/h3]
We have been working on a hotfix that improves and fixes many of the reported less critical issues in Update 2. It is now available on the hotfix branch and will stay there for a bit longer before we roll it out to everyone as we still have a few more things to work on.

This hotfix also includes a few quality of life improvements:
  • Pressing escape now pauses the game in single player mode.
  • Reworked the freight elevator so that it is able to provide feedback about its state and potential issues. A freight elevator that isn’t set up properly will glow red and looking at it will give you additional information about the problem in form of a tooltip.

We plan to address a couple more things that have been pointed out in your feedback, stay tuned!

This is it for today, see you in two weeks!
-mrmcd



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DevBlog #79 | Foundry Fridays: What's next?

Hello everyone!

I want to start with a big thank you to all new and recurring players who are currently playing Update 2 “Galactic Commerce”! We’re pleased to see that the new content sparked a lot of interest and it’s exciting to see new people getting on board daily.

Our launch went well with only a few critical issues that we’ve been able to fix quickly. We are still working to solve some less critical bugs and to add polishing based on your feedback, but as of now it looks like we can go back to working on the next content update pretty soon. And that brings us to the big question of today’s blog post!

[h2]What’s next for FOUNDRY?[/h2]
We have a few big features planned, with some of them already in the works. On top of that we are now carefully evaluating your feedback to see if some new things come up that need to be addressed and prioritized.

Below I’ll go over those features. Neither the order of arrival, nor the size of the next update has been fully decided yet. After such a big update, the team and I would prefer more regular and smaller updates going forward. However we need to make sure the updates make sense and provide enough content to make it worth coming back and playing. Also worth noting: The upcoming updates will add to the game and therefore they will not break saves.

[h3]Trains[/h3]
Our most requested feature, on which we have already been working on. In December we showed an early work in progress teaser, which you can find here. I don’t think there is a lot to be explained about trains, everyone agrees that they are awesome. Place down some tracks, a couple stations and watch your trains move goods around the factory and your mining outposts. They will come in handy for scenarios where you need very high throughput, but even without megafactories they will be useful.

Current State: Overall progress on this feature is pretty good and we hope that it’ll be in the next major update. You can expect more train previews and information in the near future.


[h3]Advanced Power Plant[/h3]
A complex power plant, made out of multiple modular buildings to satisfy your ever growing need for power. This feature will also contain related recipes and content like the plant fuel production. It would expand the science tier 5 content and we have previously shown parts of it in a live stream and a blog.

Current State: We have completed some of the work needed, but there is also quite a bit of work left.


[h3]Drilling and Terraforming[/h3]
We see a lot of feedback requesting better (and faster) ways to drill and terraform. We do have a couple of ideas to solve this. They range from a larger mining drill area, to shaped charges for precision excavation with explosives, to machines that automatically excavate for you.

Current State: We haven’t done any work on this yet, but given it being smaller in scope it might be a strong contender for minor update.

[h3]User Experience & Ease of Play[/h3]
This one is pretty hard to narrow down, but said in simple terms: We want to make playing FOUNDRY more comfortable and approachable. We’re aware that some things need polish and that certain aspects just don’t play as well as they could. While we do have some ideas to adjust things, I don’t have specific examples for now as it’s a bit too early to share those.

Current State: Priority, but no clear plans yet.

[h3]Commerce/Starmap Refinement and Depth[/h3]
We are monitoring your feedback about the new commerce mechanics and will take action to further refine and improve the systems. Additionally there is a lot of room to add additional depth and features on the Star Map.

Current State: Waiting for more player feedback to come in.


[h3]Let us know what you think![/h3]
We really do care a lot about player feedback and have adjusted our plans previously based on what our community wants, therefore I encourage everyone to share your thoughts and let us know what things you want to see the most. We’re looking forward to reading your messages either in our Discord or the Steam comments below.

Thanks for tuning in, we will keep you updated on the progress over the upcoming blog posts and share new information whenever we can.
One last thing before we wrap up — if you're enjoying the game, we'd really appreciate it if you left us a review on Steam!

Meanwhile, enjoy FOUNDRY!
-mrmcd



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