Search found 24 matches
- Fri Apr 19, 2024 3:33 pm
- Forum: Not a bug
- Topic: Sound alignment is off
- Replies: 13
- Views: 5370
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.
- 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...
- 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...
- 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...
- Fri May 29, 2020 9:24 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 30485
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...
- 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.
- 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 ...
- Mon Oct 30, 2017 5:40 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 66336
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...
- 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...
- Sat Aug 12, 2017 1:37 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69060
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. ...
- Sat Jul 22, 2017 7:15 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 64892
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...
- 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...
- 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.
- 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...
- 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.
- 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...
- 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 ...
- 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...
- 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.
- 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...