Friday Facts #357 - Nuke
Re: Friday Facts #357 - Nuke
Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.
I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
Re: Friday Facts #357 - Nuke
wow, I've expected 1.0 to be a relatively boring update but both improvements of blueprint library and visuals of nuclear explosion are great! I'm looking forward to both.
However, I hope the explosion sound from the attached movie is going to be replaced with something more impactful - I would expect explosion to be the loudest sound in the game and overwhelming every other sound. Here's an example: https://www.youtube.com/watch?v=vxNnUU3eRD0
A smaller thing is that I would expect the shockwave to be brighter on the outside than in the inside.
Great work (as always)!!!!!
However, I hope the explosion sound from the attached movie is going to be replaced with something more impactful - I would expect explosion to be the loudest sound in the game and overwhelming every other sound. Here's an example: https://www.youtube.com/watch?v=vxNnUU3eRD0
A smaller thing is that I would expect the shockwave to be brighter on the outside than in the inside.
Great work (as always)!!!!!
Re: Friday Facts #357 - Nuke
It was damaged, but not killed
Re: Friday Facts #357 - Nuke
Re: Friday Facts #357 - Nuke
It get‘s from good to better. Very nice finishing touches for the BPs.
Maybe you should consider, having a toggle checkbox for the new additional explonations in the interface option menu.
And as an additional feature letting the upgrade planer beeing used to fill entities with modules etc. from scratch. (E.g. by only filling the right row of an upgrade planner with the desired type and tier of module)
Can‘t wait to play around with the nuke animation
Maybe you should consider, having a toggle checkbox for the new additional explonations in the interface option menu.
And as an additional feature letting the upgrade planer beeing used to fill entities with modules etc. from scratch. (E.g. by only filling the right row of an upgrade planner with the desired type and tier of module)
Can‘t wait to play around with the nuke animation
Re: Friday Facts #357 - Nuke
How does the downgrade work when there are multiple tiers in the upgrade planner.
Would all the Blue belt downgrade to the original belt colour, or would they just goto Red ?
Would all the Blue belt downgrade to the original belt colour, or would they just goto Red ?
Re: Friday Facts #357 - Nuke
Same as with upgrade with multiple sources, the first one encountered is applied.
So in this case, it would go to yellow directly. There might be a reason to process the list in a reversed order for downgrade, so the result would be red for your case.
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Re: Friday Facts #357 - Nuke
Awesome changes to the Blueprint Library.
The atomic bomb looks amazing now, but IMO the sound is a bit weak, maybe it needs more bass and some rolling thunder. I would like to see a few fires caused by the nuke to give it a bit more if a lasting impression/side-effects. That way a nuke could even cause a forest fire. The burnt surface is also a nice touch.
The atomic bomb looks amazing now, but IMO the sound is a bit weak, maybe it needs more bass and some rolling thunder. I would like to see a few fires caused by the nuke to give it a bit more if a lasting impression/side-effects. That way a nuke could even cause a forest fire. The burnt surface is also a nice touch.
Re: Friday Facts #357 - Nuke
Also I just realized, that the new nuke behavior is practically a cliff explosive mark II with integrated deforestation tool. At least for later game purposes.
Re: Friday Facts #357 - Nuke
Any chance that atomic bomb will also work as cliff explosive ?
Re: Friday Facts #357 - Nuke
So happy jumping when reading of more QOL improvments to BP!
I think both variants of the nuclear explosions is missing something big. Why not have both an mushroomcloud and a shockwave!
I think both variants of the nuclear explosions is missing something big. Why not have both an mushroomcloud and a shockwave!
Re: Friday Facts #357 - Nuke
Nuke does not contain enough mushroom. Literally unplayable. 0/10.
Seriously though. I guess there was a reason you couldn't include a mushroom cloud and shockwave so good job.
Seriously though. I guess there was a reason you couldn't include a mushroom cloud and shockwave so good job.
Re: Friday Facts #357 - Nuke
Didn't you guys watch the last video? There's both a mushroom cloud and the shockwave... The gifs were apparently only separated for better explanation.
I'm really happy with the outcome and also the BP improvements!
I'm really happy with the outcome and also the BP improvements!
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Re: Friday Facts #357 - Nuke
Can I use nukes as landfill now?
Re: Friday Facts #357 - Nuke
I'm just here to say that I love all the changes.
Unfortunately there is one thing that I personally find unsettling:
In the last video one can see that the scorch mark appears fully on impact.
This just makes it look as if it scorched the ground (on the outer end of the mark) before the wave "rolled" over it.
I LOVE THIS GAME
Unfortunately there is one thing that I personally find unsettling:
In the last video one can see that the scorch mark appears fully on impact.
This just makes it look as if it scorched the ground (on the outer end of the mark) before the wave "rolled" over it.
I LOVE THIS GAME
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Re: Friday Facts #357 - Nuke
That's cool!
You made great nuke explosion effect. Will you try to make it even better? At least one thing that I want to point on, scorch mark appears immediately after rocket touch the ground, it looks strange for me. I thought it should appear after explosion wave goes through mark's edges.
Also the fog looks somewhat strange because single sprite is too much sharp or maybe separate from others, it can be recognized as single sprite.
You made great nuke explosion effect. Will you try to make it even better? At least one thing that I want to point on, scorch mark appears immediately after rocket touch the ground, it looks strange for me. I thought it should appear after explosion wave goes through mark's edges.
Also the fog looks somewhat strange because single sprite is too much sharp or maybe separate from others, it can be recognized as single sprite.
Re: Friday Facts #357 - Nuke
That nuke explosion is pure eye candy
Koub - Please consider English is not my native language.
Re: Friday Facts #357 - Nuke
Though thermal radiation is (atmosphere) light fast and should appear before the shock wave.Naium wrote: ↑Fri Jul 24, 2020 11:45 am Unfortunately there is one thing that I personally find unsettling:
In the last video one can see that the scorch mark appears fully on impact.
This just makes it look as if it scorched the ground (on the outer end of the mark) before the wave "rolled" over it.
Re: Friday Facts #357 - Nuke
The nuke first destroys the cliffs instantly, at once, and then start killing entities with hp from middle to far end.
Shouldn't the cliffs be destroyed with the shockwave as well?
Shouldn't the cliffs be destroyed with the shockwave as well?
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