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Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 11:54 am
by Agamemnon
It is rain. Definitely rain. It never stops pouring on that planet, is it? Everything is drippy and rivers erode the land at alarming rates... sounds exiting.

Is was kinda expecting the Fulgoria track to come with a touch of mystery, maybe even melancholy with all those alien ruins littered on the landscape. From the music I don't feel we will get much insight into who they were and just mine their landfill for resources... But that is fine, too.

Vulcanus is absolutely gorgeous to listen to. I guess I'll try making my main mall there just so I can listen to it most.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 11:58 am
by MeduSalem
GregoriusT wrote:
Fri Apr 12, 2024 11:38 am
Also that is one big frikkin Asteroid. How are you supposed to defend against those, the ton of Gun Turrets was clearly not enough!
Probably have to upgrade the damage output or more likely... artillery. Maybe artillery isn't unlocked on that save yet to blast that one to pieces before it enters the screen. At least it was also written that Artillery will unlock much later in Space Age than without.

Seems like we get rocket launcher turrets too, but even those didn't do much to that huge asteroid. ^^

Otherwise I wouldn't wonder if we have to live with parts of the platform getting wrecked & having to be rebuilt on-the-fly every now and then. At least I imagine it being the case when we go to the most dangerous planet(s) they haven't shown yet. At least they wrote in a FF long ago that it will be difficult to get there.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 11:59 am
by TheoMarque
Akronymus wrote:
Fri Apr 12, 2024 11:04 am
The first few seconds of the last music file gives me heavy simcity 4 vibes, specifically some rush hour expansion tracks. I REALLY like it.

I think either "gridlock" or "bumper to bumper"
Exactly the Same feelings I have. But...
Maybe after "lifeless" planets we start to build in very vibrant and powering environment? For example - mechanic power from hamster-like creatures wheels ;) (Timberborn noises).

Fulgora, I think have most annoying composition - is very good, not bad, just.. after hour of noisy thunders, machines and electronic samples I need to turn off that.

To devs: Try to test all music playing in background in random situations for example ironing, knotting, repair some devices, training on treadmill.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:18 pm
by jodokus31
Gorgeous!
I adore the original music, but I heard it so much, that I needed to turn it off sometimes. So, I'm very excited for the new music.
I like space, vulcanus and the new planet very much. The fulgora music is a bit stressful, IMO
Agamemnon wrote:
Fri Apr 12, 2024 11:54 am
...
Is was kinda expecting the Fulgoria track to come with a touch of mystery, maybe even melancholy with all those alien ruins littered on the landscape. From the music I don't feel we will get much insight into who they were and just mine their landfill for resources... But that is fine, too.

Vulcanus is absolutely gorgeous to listen to. I guess I'll try making my main mall there just so I can listen to it most.
^This

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:19 pm
by GluAp
Well, dear Devs, how do you do it? Again and again.

Since you restarted the weekly FFFs, my expectations have been upheld or even growing.
I never did know what I was expecting, but still I was expecting something. And I was never disappointed. How is this even possible?

But today I thought to myself, that this one would be boring and a let down. Because - to be honest - it has been a long time, since I last listened to the factorio music. For the last years I had it turned off. Because I've listened to it many times and later I developed a (bad) habit of watching videos or listening to podcasts when playing factorio.

When I started reading FFF #406 I instantly was surprised, that you went in deep with real orchestra music. Because it is a lot of work and - you know - people may just turn it off, like I did.
But holy cow - I hope people will be listening to this, because it is amazing. I played on my "big" speakers and it is very enjoyable. The soundstage for the space track is very immersive. I now want to buy wireless mouse/keyboard so I can play factorio on my tv with the "big" speakers.

I'm sure there will come some point, probably after finishing the game many times over, when I'll turn off the music again. But until this point, I will gladly enjoy the quality atmosphere this fine soundtrack is going to deliver.

This brings me to my only suggestion: Maybe, when the DLC is launched for the first time, you should inform players, that the music is turned off (if this is the case) or set very low. It really would be a great waste, if people started a new game and forgot to change this setting from good old factorio and won't listen to this work of art.

Thank you very much for this investment. Although - well done, Petr.

ps:
The music for the undisclosed planets makes me think of a lot of movement in the first half and maybe a lot of water in the second?
Does the Vulcanus track remind you of the Lord of the Rings movies OST? A little bit of Mordor maybe?

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:24 pm
by Justderpingalong
MeduSalem wrote:
Fri Apr 12, 2024 11:58 am
GregoriusT wrote:
Fri Apr 12, 2024 11:38 am
Also that is one big frikkin Asteroid. How are you supposed to defend against those, the ton of Gun Turrets was clearly not enough!
Probably have to upgrade the damage output or more likely... artillery. Maybe artillery isn't unlocked on that save yet to blast that one to pieces before it enters the screen. At least it was also written that Artillery will unlock much later in Space Age than without.

Seems like we get rocket launcher turrets too, but even those didn't do much to that huge asteroid. ^^

Otherwise I wouldn't wonder if we have to live with parts of the platform getting wrecked & having to be rebuilt on-the-fly every now and then. At least I imagine it being the case when we go to the most dangerous planet(s) they haven't shown yet. At least they wrote in a FF long ago that it will be difficult to get there.
Artillery clearly is unlocked: On one of the planets you can clearly see a rail artillery car moving with a train.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:25 pm
by Justderpingalong
The amount of roboports on Fulgora is TERRIFYING. Makes me think we need an upgraded roboport because that was just silly.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:28 pm
by FuryoftheStars
GregoriusT wrote:
Fri Apr 12, 2024 11:38 am
Also that is one big frikkin Asteroid. How are you supposed to defend against those, the ton of Gun Turrets was clearly not enough!
MeduSalem wrote:
Fri Apr 12, 2024 11:58 am
Probably have to upgrade the damage output or more likely... artillery. Maybe artillery isn't unlocked on that save yet to blast that one to pieces before it enters the screen. At least it was also written that Artillery will unlock much later in Space Age than without.

Seems like we get rocket launcher turrets too, but even those didn't do much to that huge asteroid. ^^

Otherwise I wouldn't wonder if we have to live with parts of the platform getting wrecked & having to be rebuilt on-the-fly every now and then. At least I imagine it being the case when we go to the most dangerous planet(s) they haven't shown yet. At least they wrote in a FF long ago that it will be difficult to get there.
In FFF 382, they mentioned "heavier weapons" for space platforms.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:29 pm
by MeduSalem
Justderpingalong wrote:
Fri Apr 12, 2024 12:24 pm
Artillery clearly is unlocked: On one of the planets you can clearly see a rail artillery car moving with a train.
Doesn't necessarily suggest that it is the same savegame because I am sure they have dozens of savegames in various states of a "typical" playthrough.

At least I would not see another reason why not to put at least a few artillery turrets on there if you have them available, just to be able to crack those huge asteroids.

FuryoftheStars wrote:
Fri Apr 12, 2024 12:28 pm
In FFF 382, they mentioned "heavier weapons" for space platforms.
Even heavier than Artillery? ^^

What do they want us to fight? Cthulhu? ^^

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:36 pm
by FuzzyOne
I simply cannot believe the effort being put into the music, it is just astounding. Thank you for pouring in so much passion.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:39 pm
by mumu1000
I 100% agree this is rain music, maybe storms are involved ?

Super duper hyped for the expansion !

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:44 pm
by kerrin
That final music reminded me of the Factorio trailer, with all the factory working together. It also is similar to other music for things showing robots and factories.
Well, what can we deduce from that? Factorio is a big factory after all!
I'm guessing that one of the 2 remaining planets already has sections of pre-built factories on, that are more potent than anything we can build ourselves (or required to get a new science) , and we integrate these into our factories.

Although, I could also see it being rain, and the planet has raising and lowering water levels.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:52 pm
by Splitframe
Listening to the last part a bit more I think it's going into a water direction.
But the very first impression I had was life and movement, and I was kind of hyped for a planet with friendly foreign life.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 12:55 pm
by herrkocur
I love the fact that Wube is such a dedicated company and the OG Factorio gave it enough leeway to pursue whatever they consider appropriate, such an interesting "closure" to have a fully virtual experience all about scale and what not, pollution, machinery etc and then there's that humanity aspect with real life instruments.
Even tho I don't instantly all of what I've heard I think it will be something that will "fit" with enough hours too, as music enhances Factory experience but it works both ways.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 1:00 pm
by Amarula
Thank you Albert and Petr and the music team from Soundsgate - this is amazing and totally Factorio!

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 1:02 pm
by Ozymandias
The last sound track initially makes me think of movement, height, a planet with flying islands like Zelda TOTK.

Then secondly to a calm planet full of life which is suddenly hit by a storm, a big threat which would undermine the peaceful life of the past.
Finally a planet with mostly water and storms and floods at certain times.

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 1:10 pm
by doktorstick
All I want is the music volume slider to be reasonably tuned. Every game I have to lower music down to < 10%. :)

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 1:14 pm
by vark111
That final music track. Metronomic and repetitive. It evokes images of... crystals. Other folks talk rain, and I can see that, too, but I'm throwing crystals into the hat as my guess.

Oh, also, I fully expect trupen to build a wall of missile turrets, arm them with nukes, and christen it "The Wall of Liberty"

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 1:17 pm
by mrtumnus
Criperum wrote:
Fri Apr 12, 2024 11:24 am
The first undiscovered planet theme sounds like some jumping frogs. May be a swamp with new jumping biters.
The second sounds aerial. My guess is something like flying islands from Avatar.
Am I missing something? I only see one "undisclosed" planet theme song. Where is the 2nd one?

Re: Friday Facts #406 - Space Age Music

Posted: Fri Apr 12, 2024 1:19 pm
by Spaceman_05
The space platform theme reminds me a lot of the music from Offworld Trading Company, with the very clear pulsing and the slow unstoppable escalation.