Search found 33 matches
- Fri Apr 19, 2024 6:03 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 49
- Views: 6486
Re: Friday Facts #407 - Automating a soundtrack
Immensely interesting, this kind of advanced music system is too rare in video games It reminds me a little bit of this approach, used by another studio, for a similar effect of "always slightly different music". Maybe you already know it! Amanita Design - The Music of Creaks (making-of) h...
- Fri Oct 06, 2023 11:49 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 26145
Re: Friday Facts #379 - Abstract rewiring
I am a bit puzzled by the 2 types of copper wires. Wouldn't it be better if you clearly split the 2 items? Introducing a different icon for the wire in the toolbar, so that there is no confusion possible with the copper wire item in recipes and on the bus
- Fri Sep 15, 2023 4:28 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56422
Re: Friday Facts #376 - Research and Technology
Great FFF! I wasn't really sold on the quality feature last week, but the more i think about it, the more it makes sense to me. Now speaking of the new researchs for improved recipes, I start to see a trend I am not sure how to feel about. Basically, it looks like the game is becoming a lot more gra...
- Fri Sep 08, 2023 5:43 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128394
Re: Friday Facts #375 - Quality
I have mixed feelings about the Quality. On one hand, it looks like I will be able to optimize even more, crunch more numbers (hopefully having game-integrated tools for that btw) and reach higher factory perfection On the other hand, I am a bit disappointed the late game renewal is relying so heavi...
- Sat Aug 26, 2023 3:56 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70118
Re: Friday Facts #373 - Factorio: Space Age
I don't like how you lock existing technology behind the new progression system like spidertron and the artillery. I think this is a bad design decision. I think you should leave these as they are and instead think of new cool technology you could give the players from the new planets instead of lo...
- Mon Aug 31, 2020 12:37 pm
- Forum: Implemented Suggestions
- Topic: Upgrade planner should apply to destroyed entities
- Replies: 0
- Views: 655
Upgrade planner should apply to destroyed entities
What Upgrade planner should apply to the ghosts of destroyed entities. Why When repairing a remote part of the factory after it got attacked, not having the same tier of belts (like you use blue everywhere except this mine is old so is red belted) leads to headaches. Same problem for assemblers or ...
- Sat Aug 29, 2020 11:42 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60309
Re: Personal Construction Bots Efficiency Suggestion/Idea
too much cpu cost for cosmetic use (or edge-cases uses) TL;DR Even with the advanced AI construction bots are perceived to have have to construct things, they do not have the intelligence to work efficiently. A small rework of drone AI would make bots seem much more intelligent and work systematical...
- Thu Aug 27, 2020 2:35 pm
- Forum: Outdated/Not implemented
- Topic: No AIMBot? plz...?
- Replies: 2
- Views: 1349
Re: No AIMBot? plz...?
you can just make a PvP mod disabling auto-aim, making it necessary to use the C key instead of the SPACE key
- Thu Aug 27, 2020 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Item-based crafting machine sound
- Replies: 4
- Views: 1158
Re: Item-based crafting machine sound
indeed (I used to be a composer so I know the work it is lol) and the mixing of any given combination of sounds should be thought which would be quite a nightmare to do...
- Wed Aug 26, 2020 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Show spidertron colors in map view
- Replies: 2
- Views: 991
Re: Show spidertron colors in map view
Nice idea. Clarity and consistency with player display on the map.
- Wed Aug 26, 2020 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Mod manager should show why the mod's changelog can't be shown
- Replies: 2
- Views: 1158
Re: Mod manager should show why the mod's changelog can't be shown
good idea. Since the game explains everything when hovering now, it becomes expected by the player to have a text explaining nearly everything
- Wed Aug 26, 2020 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Item-based crafting machine sound
- Replies: 4
- Views: 1158
Item-based crafting machine sound
TL;DR Crafting machines emit different sounds based on the item they are crafting. What ? Crafting machines could make sound according to the item they are crafting. For example, crafting iron bars from iron plates would make a metallic sound (like a repetitive hammering). Each item (or category of...
- Wed Aug 26, 2020 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Better victory GUI
- Replies: 8
- Views: 2301
Re: Better victory GUI
yes yes! and add credit roll, background depictions of significant events such as rail, combat bots, roboports, etc. and as a teaser, one last stat; how much of the map has been revealed/explored. credit roll could be good ,yes :) (adding it in my message) the map is infinite tho, so this stat does...
- Wed Aug 26, 2020 3:34 pm
- Forum: Ideas and Suggestions
- Topic: UI Sound Suggestion: Unique toggle button effect
- Replies: 2
- Views: 1023
Re: UI Sound Suggestion: Unique toggle button effect
cool QoL improvement!
- Wed Aug 26, 2020 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Hide GUI
- Replies: 4
- Views: 1367
Re: Hide GUI
Very nice!! I don't know much about coding, how can I play with this code as a mod? And, for hotkeys, I think some already aren't bind by default, so this could be added without bind. Good news is that it's already trivial to mod. The problem with adding more and more vanilla hotkeys is just that it...
- Wed Aug 26, 2020 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Better victory GUI
- Replies: 8
- Views: 2301
Better victory GUI
TL;DR The victory GUI that pops after launching first rocket shows some useless stuff and could show the player end-game possibilities or achievements. What ? Imo, three things could be made better : 1. More rewarding Writing "Victory!" in big letters in the middle of the screen would be ...
- Wed Aug 26, 2020 2:49 pm
- Forum: Translations
- Topic: [1.0.0] Two control parameters share the same name in french translation
- Replies: 1
- Views: 1108
- Wed Aug 26, 2020 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Hide GUI
- Replies: 4
- Views: 1367
Hide GUI
Hi all o/ just a quick idea : having a hotkey to hide/show the whole GUI . It would allow to simply walk through your base, enjoying its beauty/complexity/ingeniosity/whatever you want without the GUI. Many games have this option, and it also allows some content creators to produce "cinematic&q...
- Wed Aug 26, 2020 2:00 pm
- Forum: Translations
- Topic: [1.0.0] Two control parameters share the same name in french translation
- Replies: 1
- Views: 1108
[1.0.0] Two control parameters share the same name in french translation
Hi,
in the control options, two parameters share the same name in the french translation. First one is fine as it describes what it does. Second one (ctrl + F8) should be "Activer/désactiver les lueurs de l'interface" as a translation to "Toggle GUI glows".
in the control options, two parameters share the same name in the french translation. First one is fine as it describes what it does. Second one (ctrl + F8) should be "Activer/désactiver les lueurs de l'interface" as a translation to "Toggle GUI glows".
- Mon Sep 02, 2019 9:59 pm
- Forum: Not a bug
- Topic: [0.17.66] Item counted in floating text and hotbar don't match
- Replies: 2
- Views: 1174