https://factorio.com/blog/post/fff-414
Hello, last week you've seen how Gleba looks, it's time to get a glimpse of what you can do there. With the idea of being a biological planet full of life, it seems reasonable to expect our engineer is about to harvest some of that. We already have ways of harvesting nature, specifically trees. On Nauvis we either just hit them with an axe enough times, or later our construction robots take care of that friendly forest devastation. These tools aren't quite up to speed to be a part of a mass-production chain in our factories, though... Both of the Nauvis methods are initiated manually so not the best for automation, and the trees don't grow back - so once an area has been harvested, you need to move your operation further.
https://factorio.com/blog/post/fff-403
Hello, When playing with trains, you tend to spend a lot of time building train stops. In my latest playtesting, I noticed a few annoyances and pain points, which we will go in to today, along with some other improvements for 2.0.
https://factorio.com/blog/post/fff-398
Hello there, Where shall we go today?
https://factorio.com/blog/post/fff-394
Hello, let me show you another dose of things we just can't stop ourselves from doing.
https://factorio.com/blog/post/fff-391
Hello, Another year has come to an end, from all of us here we wish you good fortune in the year to come.
https://factorio.com/blog/post/fff-390
Hello, We've had a lot of requests to talk about map generation. It's difficult to talk about map generation without first explaining noise expressions. From time to time we need to talk about noise expressions anyway because they are a critical part of the game, but I don't think we've ever done a good job of explaining what they actually are at a high level. We will a closer look at planet mapgen again in the future, but for now this will introduce the basic concepts and act as a primer for later.
https://factorio.com/blog/post/fff-388
Hello, we have shown some bigger things recently, so it is time to also show some smaller things, because the bigger things wouldn't shine that good without the smaller things working properly!
https://factorio.com/blog/post/fff-384
Hello, we are going to focus on the general improvements of the way circuit network is used in the game. I wasn't using it often, because all the problems combined made it too big of a hassle most of the time, which was an indication of problems. So we improved each part of the process of using it a little, from UI, to feedback of what is going on, to stronger/more accessible combinator functionality. I can say that it worked, at least for me. Once these changes were available, I used the circuit network way more in my latest playthrough, and it felt good, so lets hope it won't be just me :)
https://factorio.com/blog/post/fff-383
Hello, welcome, take a seat...
@Scholars_Mate
@lemmy.world