The trees look like they are underwater. It is really disturbing to look at. That is not remotely how trees move in the wind. I love the idea of animated trees, but this needs some art direction.
Why not make sprite animations for trees?
Search found 17 matches
- Fri Dec 06, 2019 8:45 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 55622
- Fri Jun 07, 2019 9:51 pm
- Forum: Releases
- Topic: Version 0.17.47
- Replies: 26
- Views: 22027
Re: Version 0.17.47
For the first time since I started playing (and it was in 0.14 times) I will have a WWF (weekend without Factorio) as I can't continue with my game due to loading crash.
Please stop releasing on Fridays as this is a known terrible practice. Even if you do fix it you'd probably like to do ...
- Fri Feb 15, 2019 6:40 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 102129
Re: Friday Facts #282 - 0.17 in sight
Hello. I have always preferred to use the map gen settings json format to generate maps. It is unclear whether this has been updated in 0.17 to support all of the features available in the GUI. Specifically, how will we control all of the options that are in the "Terrain" tab in the GUI screenshot ...
- Fri Aug 03, 2018 3:15 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 103173
Re: Friday Facts #254 - No research queue for you
I think enough people have clearly stated how nice the research queue feature is and how removing it is a terrible decision for everyone other than new players. What I would like to know is, what playtesting process did you you follow to reach this decision? From the way the article is written, it ...
- Sun Jul 23, 2017 1:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.30] Map seed not working
- Replies: 5
- Views: 4593
Re: [0.15.30] Map seed not working
That was fast! Thank you.
- Sun Jul 23, 2017 4:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.30] Map seed not working
- Replies: 5
- Views: 4593
Re: [0.15.30] Map seed not working
Command line
bin\x64\factorio.exe --map-gen-settings config/map-gen-settings.json --map-settings config/map-settings.json --create saves/Test.zip
map-gen-settings.json
{
"_comment": "Sizes can be specified as none, very-low, low, normal, high, very-high",
"terrain_segmentation": "low ...
bin\x64\factorio.exe --map-gen-settings config/map-gen-settings.json --map-settings config/map-settings.json --create saves/Test.zip
map-gen-settings.json
{
"_comment": "Sizes can be specified as none, very-low, low, normal, high, very-high",
"terrain_segmentation": "low ...
- Sun Jul 23, 2017 2:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.30] Map seed not working
- Replies: 5
- Views: 4593
[0.15.30] Map seed not working
Generating a map from the command line using a map-gen-settings.json file is ignoring the seed specified in the file. Generating a map over and over with the same file produces a different map each time.
This was working the last time I generated maps, which was some time around 0.15.10.
I can ...
This was working the last time I generated maps, which was some time around 0.15.10.
I can ...
- Tue May 30, 2017 9:33 pm
- Forum: Not a bug
- Topic: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
- Replies: 20
- Views: 8062
Re: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
That's working as expected. Your save file has so much going on that it's running almost at 100% of 60 UPS. In multiplayer the server ends up running faster than you can and your game falls behind. The game goes into catch-up mode to keep up with the server and drops FPS to do so resulting in 60 ...
- Tue May 30, 2017 5:42 pm
- Forum: Not a bug
- Topic: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
- Replies: 20
- Views: 8062
Re: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
Having played in a large MP game recently on 0.15.16, I can verify that many people (myself included) are having FPS issues in large MP games. Early in the game, we were over 100 people and were not experiencing the issue. Later in the game, we were down to around 60 people but had a lot more of the ...
- Fri May 19, 2017 6:25 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 188370
Re: Friday Facts #191 - Gui improvements
For the weapon information area, perhaps a toggle between seeing all of weapons and ammo and seeing only the currently equipped would be enough to make everyone happy. Each person can choose if they want full or compact mode. I definitely prefer to see them all, as well as see the current battery ...
- Fri May 19, 2017 6:13 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 188370
Re: Friday Facts #191 - Gui improvements
Thanks for the clarification on showing the weapon and ammo. That is better than nothing, but still not as easy to take in at a glance while fighting as the current UI. If I want to know how much smg, shotgun, and flamethrower ammo I have left, I can see all of that easily. If I want to know which ...
- Fri May 19, 2017 5:49 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 188370
Re: Friday Facts #191 - Gui improvements
I like most of what you are proposing here except for one thing I am bit unclear on.
Are you proposing that the weapon/ammo area goes away completely? What is the replacement for it? I understand that we don't need it most of the time, but the times when we do need it (when we are fighting things ...
Are you proposing that the weapon/ammo area goes away completely? What is the replacement for it? I understand that we don't need it most of the time, but the times when we do need it (when we are fighting things ...
- Sun May 07, 2017 4:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.8] Construction bots getting stuck repairing themselfs (MotherReport)
- Replies: 10
- Views: 6063
Re: [0.15.8] Construction bots getting stuck repairing themselfs (MotherReport)
In 0.15.9, I encountered this issue just now after some construction bots took damage in a fight. I am not near a robot network, so these are just in my inventory deploying via personal roboports.
Once the fight was over, I noticed 3 damaged bots just floating in place while 3 other bots were ...
Once the fight was over, I noticed 3 damaged bots just floating in place while 3 other bots were ...
- Wed Jan 25, 2017 11:23 am
- Forum: Technical Help
- Topic: Graphical Issues
- Replies: 8
- Views: 3520
Re: Graphical Issues
Thanks for looking into this. Setting the max texture size to 16384 does resolve the issue for me, and the game seems to run more smoothly on DirectX than it does on OpenGL. Since I am not seeing any noticeable quality or performance issues with this texture size limit, I think I would rather stick ...
- Wed Jan 25, 2017 1:48 am
- Forum: Technical Help
- Topic: Graphical Issues
- Replies: 8
- Views: 3520
Re: Graphical Issues
The game is also unplayable for me after updating my drivers today. Running 2 Titan X Pascal in SLI. The game was fine earlier today before updating my drivers.
Switching to OpenGL as suggested works around the issue for me also. However, now the game goes black for a second every time I switch ...
Switching to OpenGL as suggested works around the issue for me also. However, now the game goes black for a second every time I switch ...
- Fri Dec 09, 2016 7:13 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 90785
Re: Friday Facts #168 - Nightvision Nightmare
For the nightvision, have you tried lowering the contrast and color saturation in unlit areas without applying a tint? If everything was just near-gray and low contrast without the annoying green effect, I think it would look much better while still rewarding base lights by not applying the effect ...
- Thu Nov 17, 2016 11:54 pm
- Forum: Technical Help
- Topic: Looking for updated map-gen-settings.json
- Replies: 0
- Views: 1084
Looking for updated map-gen-settings.json
It seems that the in-game map generation settings have more options than are included in the map-gen-settings.example.json file used for headless map generation.
I was able to figure out (by guessing) that "seed" lets me set the map seed, but I have no idea about how to set the "Enable Replay ...
I was able to figure out (by guessing) that "seed" lets me set the map seed, but I have no idea about how to set the "Enable Replay ...