mirror of https://github.com/LeOS-GSI/LeOS-Genesis
722 lines
47 KiB
HTML
Executable File
722 lines
47 KiB
HTML
Executable File
<div id="readability-page-1" class="page">
|
||
<div>
|
||
<p>Posted by kovarex, TOGos, Ernestas, Albert on 2019-02-15, <a
|
||
href="http://fakehost/blog/">all posts</a></p>
|
||
<h2>The release plan <span size="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>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> 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>
|
||
<h3>After release plan</h3>
|
||
<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. </p>
|
||
<p> The smaller releases will contain mainly: </p>
|
||
<ul>
|
||
<li>Final looks and behaviour of new GUI screens as they will be finished.</li>
|
||
<li>New graphics.</li>
|
||
<li>New sounds and sound system tweaks.</li>
|
||
<li>Mini tutorial additions and tweaks.</li>
|
||
</ul>
|
||
<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. </p>
|
||
<h2>The GUI progress <span size="2">(kovarex)</span>
|
||
</h2>
|
||
<p> 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>
|
||
<table>
|
||
<tbody>
|
||
<tr>
|
||
<td></td>
|
||
<td>General UX</td>
|
||
<td>UX draft</td>
|
||
<td>UX review</td>
|
||
<td>UI mockup</td>
|
||
<td>UI review</td>
|
||
<td>Implementation draft</td>
|
||
<td>Implementation review</td>
|
||
<td>Final review</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Load map</td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Save map</td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Graphics settings</td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Control settings</td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Sound settings</td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Interface settings</td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Other settings</td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Map generator</td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Quick bar <i><b>Twinsen</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Train GUI <i><b>kovarex</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Technology GUI<i> <b>Oxyd</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Technology tooltip <i><b>Oxyd</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Blueprint library<i> <b>kovarex</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Shortcut bar <i><b>Oxyd</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Character screen <i><b>Dominik</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Help overlay <i><b>kovarex</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Manage/Install mods <i><b>Rseding</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Recipe/item/Entity tooltip <i><b>Twinsen</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Chat icon selector <i><b>?</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>New game <i><b>?</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Menu structure <i><b>?</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Main screen chat <i><b>?</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-282-newly-finished.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
<tr>
|
||
<td>Recipe explorer <i><b>?</b></i></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
<td><img src="https://cdn.factorio.com/assets/img/blog/fff-277-not-finished-2.png"
|
||
width="20px"/></td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
<p><i>* Newly finished things since the last update in <a
|
||
href="https://www.factorio.com/blog/post/fff-277">FFF-277</a>.</i></p>
|
||
<h3>Blueprint library</h3>
|
||
<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 <a href="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> 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 <a
|
||
href="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> 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: </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-blueprint-library-grid-view.png"
|
||
width="900px"/>
|
||
</p>
|
||
<p> 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. </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-blueprint-library-list-view.png"
|
||
width="900px"/>
|
||
</p>
|
||
<p> 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. </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-blueprint-book.png"
|
||
width="900px"/>
|
||
</p>
|
||
<h3>The hand</h3>
|
||
<p> 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> 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>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-the-hand.png" width="900px"/><br/>
|
||
<i>The hand is protecting the slot from the robots.</i>
|
||
</p>
|
||
<h2>Terrain generation updates <span size="2">(TOGoS)</span>
|
||
</h2>
|
||
<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 has been to make the map
|
||
generator options screen more intuitive and more powerful.</p>
|
||
<p> This was talked about somewhat in an earlier FFF (<a
|
||
href="https://www.factorio.com/blog/post/fff-258">FFF-258</a>) regarding ore
|
||
placement, but since then we found more stuff to fix. </p>
|
||
<h3>Biter Bases</h3>
|
||
<p> 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, which <a
|
||
href="https://forums.factorio.com/viewtopic.php?t=55113">wasn't generally what
|
||
people wanted</a>. </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. </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-enemy-bases.gif"/>
|
||
<br/><i>New preview UI showing the effects of enemy base controls. In reality the
|
||
preview takes a couple seconds to regenerate after every change, but the regeneration
|
||
part is skipped in this animation to clearly show the effects of the controls.</i>
|
||
</p>
|
||
<p> If you don't like the relatively uniform-across-the-world placement of biters, there are
|
||
changes under the hood to make it easier for modders to do something different.
|
||
Placement is now based on <a
|
||
href="https://wiki.factorio.com/Prototype/NamedNoiseExpression">NamedNoiseExpressions</a>
|
||
"enemy-base-frequency" and "enemy-base-radius", which in turn reference
|
||
"enemy-base-intensity". By overriding any of those, a modder could easily create a map
|
||
where biters are found only at high elevations, or only near water, or correlate enemy
|
||
placement with that of resources, or any other thing that can be expressed as a function
|
||
of location. </p>
|
||
<h3>Cliffs</h3>
|
||
<p> We've added a 'continuity' control for cliffs. If you really like mazes of cliffs, set
|
||
it to high to reduce the number of gaps in cliff faces. Or you can turn it way down to
|
||
make cliffs very rare or be completely absent. </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-cliff-controls.gif"/>
|
||
<br/><i>Changing cliff frequency and continuity. Since cliffs are based on elevation,
|
||
you'll have to turn frequency <strong>way</strong> up if you want lots of layers even
|
||
near the starting lake.</i>
|
||
</p>
|
||
<h3>Biome Debugging</h3>
|
||
<p> Tile placement is based on a range of humidity and 'aux' values (humidity and aux being
|
||
properties that vary at different points across the world) that are suitable for each
|
||
type of tile. For example: grass is only placed in places with relatively high humidity,
|
||
and desert (not to be confused with plain old sand) only gets placed where aux is high.
|
||
We've taken to calling these constraints 'rectangles', because when you plot each tile's
|
||
home turf on a chart of humidity and aux, they are shown as rectangles. </p>
|
||
<p> It's hard to make sense of the rectangles just by looking at the autoplace code for each
|
||
tile, so I wrote a script to chart them. This allowed us to ensure that they were
|
||
arranged as we wanted, with no gaps between them, and with overlap in some cases. </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-rectangles.png" width="900"
|
||
height="900"/>
|
||
<br/><i>Rectangles.</i>
|
||
</p>
|
||
<p> Having the humidity-aux-tile chart is all well and good, but doesn't tell the whole
|
||
story, since tile placement also depends on a noise layer specific to each tile type,
|
||
and could also influenced by user-adjustable autoplace controls (e.g. turning the grass
|
||
slider up). So to further help us visualize how humidity, aux, tile-specific noise, and
|
||
autoplace controls worked together to determine tiles on the map, there are a couple of
|
||
alternate humidity and aux generators that simply vary them linearly from north-south
|
||
and west-east, respectively. </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-moisture+aux-debug-map.png"
|
||
width="900" height="900"/>
|
||
<br/><i>Using 'debug-moisture' and 'debug-aux' generators to drive moisture and aux,
|
||
respectively.</i>
|
||
</p>
|
||
<p> This map helped us realize that, rather than having controls for each different type of
|
||
tile, it made more sense to just control moisture and aux (which is called 'terrain
|
||
type' in the GUI, because 'aux' doesn't mean anything). </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-moisture+aux-controls.gif"
|
||
width="900" height="664"/>
|
||
<br/><i>Sliding the moisture and aux bias sliders to make the world more or less grassy
|
||
or red-deserty.</i>
|
||
</p>
|
||
<p> A pet project of mine has been to put controls in the map generator GUI so that we could
|
||
select generators for various tile properties (temperature, aux, humidity, elevation,
|
||
etc) at map-creation time without necessarily needing to involve mods. This was useful
|
||
for debugging the biome rectangles, but my ulterior motive was to, at least in cases
|
||
where there are multiple options, show the generator information to players. A couple of
|
||
reasons for this: </p>
|
||
<ul>
|
||
<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. So switching between
|
||
presets could change hidden variables in non-obvious ways and lead to a lot of
|
||
confusion.
|
||
</li>
|
||
<li>I had dreams of shipping alternate elevation generators in the base game.</li>
|
||
</ul>
|
||
<h3>Water Placement</h3>
|
||
<p> For 0.16 I <a href="https://www.factorio.com/blog/post/fff-207">attempted to make the
|
||
shape of continents more interesting</a>. Some people <a
|
||
href="https://www.reddit.com/r/factorio/comments/7n3mn1/016_swamplands_are_pure_awesome/">really
|
||
liked</a> the <a href="https://www.youtube.com/watch?v=-pkwTjG-sJg">new terrain</a>, or
|
||
at least <a
|
||
href="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> 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. </p>
|
||
<p> 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 scale
|
||
both bodies of water and continents, such that higher water frequency actually meant
|
||
smaller bodies of water. So for 0.17, the water 'frequency' and 'size' sliders are being
|
||
replaced with 'scale' and 'coverage', 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. </p>
|
||
<h3>New Map Types</h3>
|
||
<p> 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 the ocean), and a lake (so you can
|
||
get a power plant running). Depending on what's going on outside of that plateau, this
|
||
sometimes resulted in a circular ring of cliffs around the starting point, which looked
|
||
very artificial, and we wanted to reduce that effect. </p>
|
||
<p> 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. 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. </p>
|
||
<p> 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, 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). </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-island.png" width="900"
|
||
height="900"/>
|
||
</p>
|
||
<p> Maps with multiple starting points will have multiple islands. </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-islands.png" width="900"
|
||
height="900"/>
|
||
<br/><i>PvP islands!</i>
|
||
</p>
|
||
<p> 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, but as the
|
||
recent terrain generation changes have made actual numeric multipliers more meaningful
|
||
in most contexts (e.g. the number of ore patches is directly proportional to the value
|
||
of the 'frequency' slider, rather than being just vaguely related to it somehow), we're
|
||
switching to storing them as numbers. This has the side-effect that if you don't mind <a
|
||
href="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. </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. </p>
|
||
<h2>High-res accumulators <span size="2">(Ernestas, Albert)</span>
|
||
</h2>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-accumulator.gif"/>
|
||
</p>
|
||
<p> 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> 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. </p>
|
||
<p>
|
||
<img src="https://cdn.factorio.com/assets/img/blog/fff-282-accumulator-comparison.png"
|
||
width="900px"/>
|
||
</p>
|
||
<p> As always, let us know what you think on our <a
|
||
href="https://forums.factorio.com/64912">forum</a>. </p>
|
||
</div>
|
||
</div> |