Search found 168 matches: sound delay
Searched query: +sound +delay
- Fri May 23, 2025 3:47 pm
- Forum: Balancing
- Topic: Landmines in the offense
- Replies: 9
- Views: 1165
Re: Landmines in the offense
... why not mines? I know their not player-triggered, still, maybe add a delay + sound effect of arming? That way a player can react... i don't know, but they really feel broken for me.
- Sat Apr 26, 2025 3:59 pm
- Forum: Combinator Creations
- Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
- Replies: 21
- Views: 2143
Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
... the loop before 314 with a constant combinator outside the CPU. That sound trivial in the one hand, but on the other hand, i'd give myself no less ... do-nothing (NOP) instructions interspersed to adjust the timing.
For delays of more than about 2 dozen ticks, you should probably use a simple LOOP ...
For delays of more than about 2 dozen ticks, you should probably use a simple LOOP ...
- Thu Apr 10, 2025 6:56 am
- Forum: General discussion
- Topic: Severe lack of explanations in game!
- Replies: 21
- Views: 2144
Re: Severe lack of explanations in game!
... As I mentionned the edge cases for the "each" signals, your argument sound overly dramatic to me x), it doesn't need to be explained thoroughly to ... But having the basic building blocks explained, like that combinators delay signals by a tick, that signals on wires get merged via addition, what ...
- Wed Apr 09, 2025 11:44 am
- Forum: General discussion
- Topic: Severe lack of explanations in game!
- Replies: 21
- Views: 2144
Re: Severe lack of explanations in game!
... Other games being equally bad doesn't make it better.
Don't want to sound too offensive, but...
Nah you are just lazy or want to be hand-holded ... But having the basic building blocks explained, like that combinators delay signals by a tick, that signals on wires get merged via addition, what ...
Don't want to sound too offensive, but...
Nah you are just lazy or want to be hand-holded ... But having the basic building blocks explained, like that combinators delay signals by a tick, that signals on wires get merged via addition, what ...
- Thu Apr 03, 2025 6:45 pm
- Forum: Gameplay Help
- Topic: Generic train and combinators
- Replies: 8
- Views: 1334
Re: Generic train and combinators
Do you have a blueprint of what you have attempted already ?
It sound like a RS latch would work, as you say a memory cell that choose what need be ... cell, there exist different ways to achieve this, one is to create a delay of 1 tick between a signal and its negative version. So when a train ...
It sound like a RS latch would work, as you say a memory cell that choose what need be ... cell, there exist different ways to achieve this, one is to create a delay of 1 tick between a signal and its negative version. So when a train ...
- Thu Feb 27, 2025 12:33 pm
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 5717
Re: Programmable Speaker Improvements
I just realized that you can technically make the existing sounds play cyclically! You just have to play multiple sounds of the same type started with an exact delay and manipulate their volumes so that they seamlessly transition into one another.
Here's a simple proof of concept that lengthens a ...
- Thu Feb 27, 2025 10:02 am
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 5717
Re: Programmable Speaker Improvements
I just realized that you can technically make the existing sounds play cyclically! You just have to play multiple sounds of the same type started with an exact delay and manipulate their volumes so that they seamlessly transition into one another. This way you could make it so that you only hear the ...
- Sun Feb 16, 2025 2:21 am
- Forum: Ideas and Suggestions
- Topic: Add assembler "Finish current craft when disabled" circuit behavior
- Replies: 15
- Views: 945
Re: Add assembler "Finish current craft when disabled" circuit behavior
... occuring:
factorio_g07y98hTrw.png
So adding an extra decider to the delay would not help matters.
As said in the original post, you HAVE to know ... to do so without starving the machine of input items.
This doesn't sound very useful in isolation, but there are greater stakes when you are ...
factorio_g07y98hTrw.png
So adding an extra decider to the delay would not help matters.
As said in the original post, you HAVE to know ... to do so without starving the machine of input items.
This doesn't sound very useful in isolation, but there are greater stakes when you are ...
- Sat Feb 08, 2025 3:20 am
- Forum: Resolved Requests
- Topic: [2.0.34] Resolve type discrepancies in the Prototype JSON Format
- Replies: 3
- Views: 500
[2.0.34] Resolve type discrepancies in the Prototype JSON Format
... shift_animation_waypoint_stop_duration": 487.5,). Duration usually sounds like a float ?
BaseAttackParameters::lead_target_for_projectile_delay -> line 941786 ("lead_target_for_projectile_delay": 82.5,). Delay also sounds like a float ?
TriggerEffectItem::repeat_count -> line 961484 ("repeat ...
BaseAttackParameters::lead_target_for_projectile_delay -> line 941786 ("lead_target_for_projectile_delay": 82.5,). Delay also sounds like a float ?
TriggerEffectItem::repeat_count -> line 961484 ("repeat ...
- Thu Dec 05, 2024 7:09 am
- Forum: Modding help
- Topic: Three problems
- Replies: 7
- Views: 748
Three problems
... require("prototypes.deepwater-explosive.explosion-animations")
local sounds = require("__base__.prototypes.entity.sounds")
data:extend(
{
{
type ... duration = 60,
ease_in_duration = 5,
ease_out_duration = 60,
delay = 0,
strength = 6,
full_strength_max_distance = 200,
max_distance ...
local sounds = require("__base__.prototypes.entity.sounds")
data:extend(
{
{
type ... duration = 60,
ease_in_duration = 5,
ease_out_duration = 60,
delay = 0,
strength = 6,
full_strength_max_distance = 200,
max_distance ...
- Thu Nov 21, 2024 5:59 pm
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 25078
Version 2.0.21
... assembling machine. (https://forums.factorio.com/117979)
Added a hidden sound setting to base the music selection on the character's physical location ... minimum of 1 instead of 0. (https://forums.factorio.com/120811)
Added a delay before music switches when switching surfaces. (https://forums.factorio ...
Added a hidden sound setting to base the music selection on the character's physical location ... minimum of 1 instead of 0. (https://forums.factorio.com/120811)
Added a delay before music switches when switching surfaces. (https://forums.factorio ...
- Wed Nov 20, 2024 7:19 pm
- Forum: Implemented Suggestions
- Topic: [Wish] Added delay before switching over to another location's music in remote view
- Replies: 13
- Views: 4439
Re: [Wish] Added delay before switching over to another location's music in remote view
For 2.0.21 (the next release) I've added a delay before music transition happens, it's 8 seconds by default.
The duration of each music transition stage is configurable using hidden sound settings
music-transition-delay-ticks
music-transition-fade-out-ticks
music-transition-pause-ticks
music ...
The duration of each music transition stage is configurable using hidden sound settings
music-transition-delay-ticks
music-transition-fade-out-ticks
music-transition-pause-ticks
music ...
- Fri Nov 15, 2024 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured
- Replies: 8
- Views: 7520
Re: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured
This does severely delay when you can get quality captive spawners - after Aquilo instead of Gleba.
Since the placement is already inconvenient, it doesn't sound odd to me that you can at least so something to ease that a bit.
Since the placement is already inconvenient, it doesn't sound odd to me that you can at least so something to ease that a bit.
- Fri Nov 15, 2024 2:41 pm
- Forum: Implemented Suggestions
- Topic: [Wish] Added delay before switching over to another location's music in remote view
- Replies: 13
- Views: 4439
Re: [Wish] Added delay before switching over to another location's music in remote view
Currently I'm thinking a delay of 5-10 seconds before a music transition starts and moving the duration definitions from utility-constants.lua to hidden sound settings.
- Tue Nov 05, 2024 10:00 pm
- Forum: Implemented Suggestions
- Topic: [Wish] Added delay before switching over to another location's music in remote view
- Replies: 13
- Views: 4439
Re: [Wish] Added delay before switching over to another location's music in remote view
Oh wow, thank you for reading my suggestion. The changes sound good and a corresponding mod should be doable.
"I'm somewhat of a coder myself!"
"I'm somewhat of a coder myself!"

- Tue Nov 05, 2024 4:56 pm
- Forum: Releases
- Topic: Version 2.0.15
- Replies: 17
- Views: 15970
Version 2.0.15
... forums.factorio.com/118376)
Changes
Increased spidertron walking sound volume.
Using the "craft all" hotkey on free recipes queues 1 stack of ... unnecessarily large. (https://forums.factorio.com/116603)
Removed long delay at start when no audio devices are found. (https://forums.factorio.com ...
Changes
Increased spidertron walking sound volume.
Using the "craft all" hotkey on free recipes queues 1 stack of ... unnecessarily large. (https://forums.factorio.com/116603)
Removed long delay at start when no audio devices are found. (https://forums.factorio.com ...
- Fri Oct 25, 2024 4:09 pm
- Forum: Modding help
- Topic: Referencing sounds.lua library in base mod
- Replies: 0
- Views: 251
Referencing sounds.lua library in base mod
... at PlutoniumEnergyAddons\prototypes\entity\projectile.lua :
local sounds = require("__base__.prototypes.entity.sounds")
local uranium_atomic ... burn",
duration = 80,
ease_in_duration = 5,
ease_out_duration = 70,
delay = 0,
strength = 8,
full_strength_max_distance = 200,
max_distance ...
local sounds = require("__base__.prototypes.entity.sounds")
local uranium_atomic ... burn",
duration = 80,
ease_in_duration = 5,
ease_out_duration = 70,
delay = 0,
strength = 8,
full_strength_max_distance = 200,
max_distance ...
- Fri Oct 11, 2024 11:42 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 56332
Re: Friday Facts #432 - Aquilo
The very slight delay between firing, and the sound is just... *chef's kiss*.
Gives the impression of immense speed that it's gone before you hear it.
I hope that stays in the game!
- Wed Sep 25, 2024 2:39 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 58570
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
... make the projectile move so fast that there is a little to no delay before impacting, or turn them into 'instant-hit' style projectile ... to decide which ideas they think are good or bad, and which have sound reasoning. I'm only trying to suggest what I feel would be good for the ...
- Mon Jul 22, 2024 2:26 am
- Forum: Combinator Creations
- Topic: Beatorio! A Music Sequencer drum machine synth
- Replies: 10
- Views: 1371
Re: Beatorio! A Music Sequencer drum machine synth
... end position(lets say 16) to 0 or 1 it was always a millisecond off and sounded incorrect. I tried so many mathematical solutions to try and get it to ... of operation occuring when reseting, it may happen that it introduces a delay of 1 tick and depending on the music played, it can be heard :)
Yea ...
Yea ...