Search found 1669 matches
- Fri Feb 07, 2020 2:47 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 22286
Re: Friday Facts #332 - More sounds & Map color tweaks
It's also fair to say that the engineer would be wearing some form of ear protection in their factory. The heavy clang clang sound of a thousand machines will add up quickly, and any engineer without earplugs will quickly find themselves in trouble. The first types of sounds to get suppressed from e...
- Wed Feb 05, 2020 7:06 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 22286
Re: Friday Facts #332 - More sounds & Map color tweaks
Audible feedback is very important for situational awareness, How much situational awareness does sound really need to provide? There's nothing in the factory that can really hurt you or fail in some catastrophic way. There can be one thing or a thousand moving things, and it doesn't really change ...
- Wed Feb 05, 2020 3:50 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 22286
Re: Friday Facts #332 - More sounds & Map color tweaks
I'm going to throw my vote down for keeping most sounds in the theme of being comfy background noise. Factorio is neither a dedicated action game nor a sensory melting experience. The greatest challenges come from the player sitting back and going "hmm", which doesn't mix very well with st...
- Sun Feb 02, 2020 2:23 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 22286
Re: Friday Facts #332 - More sounds & Map color tweaks
I'm wondering if the belts could have unique sounds based on their contents. So for example if a belt is filled with ore it would have a sound of dirty rumbling gravel. Higher tech items might cleaner sounds like tapping metal or plastic. I'm not a sound designer so I dunno how cute or clever it wou...
- Wed Jan 29, 2020 9:52 pm
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chest
- Replies: 6
- Views: 1305
Re: Passive Requester Chest
Storage automatically looks for storage chests with an item filter or a matching item to combine. Buffer chests do the same except more explicit, and remain lower priority than blue chests.
- Tue Jan 28, 2020 8:08 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200661
Re: Parrallel processing in games & applications
I mean, by that definition Supreme Commander (2007) is also a multi-threaded RTS. The video renderer ran separately from the main sim, and there were a handful of other bits and pieces on the side. I used to comment that it was a 2.5 core game, but the big bottleneck was clearly the main sim. There'...
- Tue Jan 28, 2020 6:08 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 14778
Re: 0.18 DeathWorld
A gigantic ammo belt looping around the base can get pretty messy, but a mini belt to feed guns around an outpost works just fine. Just keep in mind that the pollution cost of ammo is VERY high, so simply fighting off biters will create enough pollution to spawn even more biters. It's generally bett...
- Tue Jan 28, 2020 5:21 pm
- Forum: General discussion
- Topic: Campaign Solution
- Replies: 11
- Views: 3470
Re: Campaign Solution
It sounds like it may be fun as a collection of game scenarios. I think a similar game mode already exists, where each round requires a certain pile of resources to progress.
- Tue Jan 28, 2020 5:12 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200661
Re: Parrallel processing in games & applications
Threading clearly implies a well of bottomless CPU potential and infinite UPS gains, at least to the ordinary person. Unfortunately, it isn't free. There is a meta cost of supporting algorithms that is inherent to threading, and one of big advantages of modern CPUs is they are optimized to pay a low...
- Mon Jan 27, 2020 12:10 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 40682
Re: Request: Max number of trains for stations
The problem seems pretty straight forward. If the train station maxes out and hard caps, then the pathing for any other trains will break. Broken pathing causes trains to stop. Stopped trains ruin everyone's day. When does a station decide that it's full? Is it when the trains choose the station as ...
- Sat Jan 25, 2020 2:10 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62831
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
The idea of mini scenarios sounds like a good option. A lot of problems with a traditional campaign disappear with that approach. For example, continuity between scenarios is no longer important. Each scenario is a standalone project, so having overlaps in objectives or similar puzzles is okay. A no...
- Thu Jan 23, 2020 1:52 pm
- Forum: General discussion
- Topic: Update to Beta, lost all BPs, super mad.
- Replies: 14
- Views: 4202
Re: Update to Beta, lost all BPs, super mad.
A big save file is basically a pile of blueprints ripe for the picking. If none of your games actually used those BPs, were they even worth anything?
- Sun Jan 19, 2020 2:14 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 38280
Re: Friday Facts #330 - Main menu and File Share Shenanigans
I think it'd be fine if the "continue" button changed to a "reconnect" button if multiplayer was the last game played. For bonus points, the button can have a popup showing exactly what it thinks "continue/reconnect" thinks it's supposed to do. So if it's trying to relo...
- Sat Jan 11, 2020 2:41 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33342
Re: Friday Facts #329 - Campaign reassessment
Oh hey, are we talking about campaigns? Each of the two proposed approaches have their dilemmas. A huge problem with the growing world concept is that you may pick a factory design that works well in the early constrained stages, but gets completely ruined by future map growth. For example you might...
- Fri Dec 13, 2019 11:43 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 24077
Re: Friday Facts #325 - New Explosions and Particles
The absolute HAIL of brass spraying out of the rifle is pure gold. Unf.
- Thu Dec 12, 2019 7:33 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45052
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
I gave 18 + 18 bits for X and Y. I agree, that can be not enough, that's just an example. 16 bytes may be still good achievement. State bits unpacking shouldn’t be a problem, register bit masking and shifting are superfast operations. There's always a way to trade off between CPU cycles and memory ...
- Thu Nov 28, 2019 3:15 pm
- Forum: General discussion
- Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
- Replies: 35
- Views: 11112
Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
But building larger reactors is more efficient, meaning you need less of them. That should be less laggy. You're talking about a difference of like 20 reactor cores in a gigantic base. The number of heat pipes and turbines don't really change, so you can probably count the difference in CPU cycles ...
- Sat Nov 23, 2019 12:56 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29420
Re: Friday Facts #322 - New Particle system
Does this mean the game world can have random "particle" effects that pop up whenever?
- Sun Nov 10, 2019 7:27 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 74386
Re: Friday Facts #320 - Color correction
Monitors don't get any brighter than the outdoor sun, so I dunno how so many eyes are getting injured. It may be time to invest in some TV curtains. :lol: I can see the need to maintain strong color contrast for clarity's sake. For example it's much harder to see the colors on the T1 belt icon compa...
- Sat Nov 09, 2019 11:49 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 74386
Re: Friday Facts #320 - Color correction
I think, in general I agree with those who have wished for more contrast between a healthy looking nature and areas exploited and polluted by the player. A good way to do that is to make healthy nature brighter. That increases the level of contrast for when pollution drags it back down again. That ...