https://www.factorio.com/blog/post/fff-418
Hello, Today we want to share some exciting news!
https://factorio.com/blog/post/fff-417
Hello, we usually show finished stuff in Friday facts these days, but I personally always liked to have a peek behind the curtains and see the (temporary) mess there. This motivated me to do some kind of overview of how the overall expansion development felt from my perspective. If you are like me, you might appreciate it. Our story starts in February 2021 with FFF-365 when we announced the plan to do the expansion pack.
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-409
Hello, Today we're going to take a look at a feature some of us have dreamt of changing for years now - the beacon transmission. The main purpose of beacons is to allow massively increasing your production in the late game while being more than just a module or a faster machine. To make use of beacons you need to adjust your building layout for them. Beacons succeed in this role, but...
https://factorio.com/blog/post/fff-408
Hello, welcome once again to the world of facts.
https://factorio.com/blog/post/fff-407
Hello, Today we continue our musical journey.
https://factorio.com/blog/post/fff-406
It was November of 2021 when we started conversations with Petr Wajsar, a very talented Czech music composer, to create the soundtrack for the Factorio expansion. Since then we have been working together on the soundtrack of Factorio Space Age. Conceptualising and finding solutions to our not small amount of problems, and filling the expansion with quality music, specially designed for the best possible Factorio experience. Petr is a very special musician, because besides being a proven master of electronic music, his education and experience in the conservatory makes him capable of composing music using the full range of a classic orchestra. His modern style of going to more experimental solutions, makes him very flexible at creating the score of the Factorio Space Age expansion.
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