Search found 24 matches

by kpreid
Fri Apr 19, 2024 3:33 pm
Forum: Not a bug
Topic: Sound alignment is off
Replies: 13
Views: 5369

Re: Sound alignment is off

One way to work within the limitations is to perform granular synthesis: instead of playing 1-tick sounds that are intended to splice perfectly, play longer sounds that are designed to get overlapped randomly and blend together to the final result.
by kpreid
Fri Feb 02, 2024 9:40 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 13287

Re: Friday Facts #396 - Sound improvements in 2.0

Question - what’s going on with that splitter in the inventory sounds video? It’s swapping the lanes of iron and copper? They can do that?? A filtered splitter puts everything that doesn't match the filter on the other output. Or if you didn't know splitters could have filters: splitters can have f...
by kpreid
Fri Feb 02, 2024 4:30 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 13287

Re: Friday Facts #396 - Sound improvements in 2.0

The thing that has bugged me about the vehicle sounds (as they currently are in the released game) is that they don't reflect engine output — which is significantly determined by the vehicle's acceleration , not solely its speed. I want to hear trains roar when they start pulling out of a station. C...
by kpreid
Fri Nov 24, 2023 8:09 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 123
Views: 24886

Re: Friday Facts #386 - Vulcanus

Finding the right spots is also made easier by these resource nodes having yellow smoke (yes, we can have animated resources now). Jerzy has made the acid puddles of this section in a couple of ways, earlier on we had puddles filled with liquid acid, but we moved to dried up puddles to keep the pla...
by kpreid
Fri May 29, 2020 9:24 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 30483

Re: Friday Facts #349 - The 1.0 plan

Regarding wiki linking, a suggestion: instead of downloading a lookup table, generate URLs systematically based on the type name — then add redirects to the wiki to map the systematic possibly-ugly names to the usual page names. That way there's less code in the game, it never has to download anythi...
by kpreid
Mon Apr 15, 2019 7:31 pm
Forum: Not a bug
Topic: [0.17.31] Rail planner forgets chosen rotation on Shift key release/press
Replies: 2
Views: 992

Re: [0.17.31] Rail planner forgets chosen rotation on Shift key release/press

Well, for what it's worth, I and my left little finger think it's a usability problem that you have to lean on the Shift key because letting go forgets something.
by kpreid
Mon Apr 15, 2019 2:46 am
Forum: Not a bug
Topic: [0.17.31] Rail planner forgets chosen rotation on Shift key release/press
Replies: 2
Views: 992

[0.17.31] Rail planner forgets chosen rotation on Shift key release/press

As always, pressing R (rotate) while the rail planner is active allows you to choose the orientation of the end of the track. But now in 0.17.31, whenever I press or release the shift key, the chosen rotation is lost and it goes back to auto-selecting the orientation — meaning not only do I have to ...
by kpreid
Mon Oct 30, 2017 5:40 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66333

Re: Friday Facts #214 - Concrete rendering

It's been said already but I'll say it too: this is not how concrete should look. Yes, Factorio's aesthetic is rough and messy, but the point of concrete floors/paths is to be flat. Make it nubbly, make it have rough edges , make it have somewhat nubbly slab edges, make some plants stick through eve...
by kpreid
Sat Oct 21, 2017 3:03 am
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 24698

Re: Friday Facts #213 - The little things 2

Here is a different angle on the requester chest multiplier problem, which avoids giving even more complicated rules or options for pasting in particular: Allow multiple item requests to be selected at once (or just a checkbox for "all"); then the slider/box, instead of setting the item co...
by kpreid
Sat Aug 12, 2017 1:37 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 69052

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

If I understand the described behavior correctly, then buffer chests will not actually work well for the last use case of "dedicating part of your storage for specific things", because they make requests, so they will fill up as fast as possible from PP chests and won't take random items. ...
by kpreid
Sat Jul 22, 2017 7:15 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 64890

Re: Friday Facts #200 - Plans for 0.16

I like the idea of terrain (at the biome scale) mattering more to gameplay. Here are some more things that could be done with it and thematic excuses for it: Extremely hot areas. Player is damaged unless they use relevant armor equipment or vehicles. Some machines cannot run fast or at all. Geotherm...
by kpreid
Mon May 08, 2017 2:50 am
Forum: Resolved Problems and Bugs
Topic: [0.15.9] Fluid tanks have too many rotations
Replies: 1
Views: 2776

[0.15.9] Fluid tanks have too many rotations

I was placing a blueprint containing tanks on top of existing tanks and some of them were unexpectedly red (blocking). I rotated them twice and they were blue (object-already-exists) instead. It seems that tanks have four orientations, not two, even though it makes no difference to the game except i...
by kpreid
Sun May 07, 2017 6:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.5][Harkonnen] Centrifuges flicker active while loading
Replies: 11
Views: 5626

Re: [0.15.5][Harkonnen] Centrifuges flicker active while loading

I still see centrifuges flashing — only in the mouseover / open machine views but not in the world. 0.15.9.
by kpreid
Wed Apr 26, 2017 2:45 am
Forum: Resolved Problems and Bugs
Topic: [0.15.2] Can't use keybindings while in a number field
Replies: 1
Views: 1858

[0.15.2] Can't use keybindings while in a number field

It used to be that if you had focus on a numeric input field (like the logistic request count entry) then you could still use any keyboard key binding that is not a number key. For example, pressing E to close the window, or moving around with WASD. This was very convenient. Now with 0.15, they do n...
by kpreid
Tue Dec 20, 2016 5:03 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.14.20] inserting a carriage does not properly connect
Replies: 8
Views: 8469

Re: [0.14.20] inserting a carriage does not properly connect

I have hit this too and I also consider it a bug. Since the green graphics' presence corresponds to whether an automatic connection will be made, they should only show the actual single connection that will be made or both connections should be made.
by kpreid
Thu Sep 15, 2016 11:18 pm
Forum: Implemented Suggestions
Topic: Logistic network, Storage Infoscreen
Replies: 27
Views: 13183

Re: Logistic network, Storage Infoscreen

Another thing that would be useful in a logistic storage UI update: some way to find a particular item type in the big list, so you can easily find out how much of something you have if you're not sure whether you have any at all. I also think it'd make sense to include "current orders that can...
by kpreid
Sun Sep 11, 2016 6:03 pm
Forum: Ideas and Suggestions
Topic: 0.13.15 Right-Click items transport belt madness
Replies: 1
Views: 841

Re: 0.13.15 Right-Click items transport belt madness

This isn't actually specific to the Transport Belt Madness scenario or to right-click. Right-click crafting always makes 5 (not 10) of the recipe , not the product, and the recipes for basic transport belts and all underground belts make 2 of each instead of 1 as most recipes do. So there are three ...
by kpreid
Thu Sep 08, 2016 2:12 pm
Forum: Ideas and Suggestions
Topic: When you run into a tree when building, stop, don't sidestep
Replies: 9
Views: 3434

Re: When you run into a tree when building, stop, don't sidestep

This problem is annoying but removing sidestepping would also be annoying, because there's plenty of small sidesteps around trees and power poles and so on that don't interfere with building most of the time. I have an idea for a different solution to the problem: If you are building and sidestep du...
by kpreid
Wed Sep 07, 2016 8:46 pm
Forum: Ideas and Suggestions
Topic: Mine while holding blueprint
Replies: 4
Views: 2224

Re: Mine while holding blueprint

+1 to both being able to mine while holding a blueprint. This annoys me all the time.
by kpreid
Sun Sep 04, 2016 3:51 pm
Forum: Ideas and Suggestions
Topic: Reword energy consumption info to explain drain/consumption
Replies: 5
Views: 1697

Reword energy consumption info to explain drain/consumption

This is not a gameplay change, but only a tweak to the UI which I think will help new players understand the game and also be useful in general. Right now, the electricity usage of an object is displayed like this: Energy consumption: 13 kW Drain: 400 W The problem I see (remembering my experience a...

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