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Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 4:33 pm
by slpwnd
So what is this noise business about? Find out in today's FFF: http://www.factorio.com/blog/post/fff-112

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 4:56 pm
by Ohlmann
I love the noise stuff. I wonder what it will do on map generation :)

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 5:12 pm
by jorgenRe
:O tile generating changes? Please do the smart thing now and let us specify tiles to spawn in surfaces :D!

Then creating a moon or a Mars like planet(interplanetary travel?) would be possible without as hacky of a soulotion I used for the underground mod ;)!

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 5:13 pm
by Kayanor
Fallout 4?
I don't even care about this game. :P

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 5:23 pm
by sillyfly
I would have actually appreciated more detailed info about the noise layers generation and usage.
This post is nice, but not technical enough :twisted:

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 5:23 pm
by jpveix
I'm sorry if this has been answered but when will 0.12 be released as stable?

I am weary of starting a 20-30h game on the experimental build but maybe I shouldn't?

Can anyone tell me if the current 0.12 build stable enough for longterm play?

Thanks

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 5:23 pm
by Smarty
NOOOOOOO!!!!! not the brain melting technical stuff :|













;)

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 5:25 pm
by Smarty
jpveix wrote:I'm sorry if this has been answered but when will 0.12 be released as stable?

I am weary of starting a 20-30h game on the experimental build but maybe I shouldn't?

Can anyone tell me if the current 0.12 build stable enough for longterm play?

Thanks
you can update to 0.12.17 and be fine tho you need to update the mods you are using due to some changes
And be smart and make a backup (I learned it the hard way) ;)

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 5:41 pm
by DasMonzta
Hmm never thought, that terrain generation in such a big problem in speed and quality at the moment. But i guess the noise stuff is too much fun, isn't it?

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 6:23 pm
by Jonathan88
Kajanor wrote:Fallout 4?
I don't even care about this game. :P
Same!

In my 'professional' opinion, the noise algorithm they should use is the "I don't know what I'm doing exactly, but it seems to work" hash as it sounds like the most reliable option... :D

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 6:40 pm
by ccik
jpveix wrote:I'm sorry if this has been answered but when will 0.12 be released as stable?

I am weary of starting a 20-30h game on the experimental build but maybe I shouldn't?

Can anyone tell me if the current 0.12 build stable enough for longterm play?

Thanks
I'm currently on a 30 hrs save, started with 0.12.15, and updated to 0.12.17. I have a couple mods installed, mainly FARL, Railtanker and RSO. So far, i have not noticed any bugs, everything seems to work, same for all the Mods. In my opinion, you are good to go for a new playthrough with 0.12.17. (Only tried singleplayer in 0.12.17 yet, so i can't speak about the stability of multiplayer.)

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 6:43 pm
by sillyfly
Smarty wrote:NOOOOOOO!!!!! not the brain melting technical stuff :|
.
.
.
;)
Au contraire! Please, much more of that!

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 6:55 pm
by kinnom
new noise? noice!

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 7:04 pm
by SpeedDaemon
Fallout 4? I'm not spending $60 on a game that won't even let me properly remap the movement keys to something sensible! Guess that's what happens when you port a stunted console interface to PC...

(Anyone else noticed a strong inverse correlation between game cost and fun potential these days?)

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 7:11 pm
by roy7
I really like the electrical effect, but should that be considered for the electric furnaces instead of the flame effect? Or maybe some other sort of glowing or sparking effect. Electric furnaces not actually using fire, per se. :)

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 7:26 pm
by SomeDuder
Good god yes please, and take a look at how RSO handles it. The vanilla map generation really needs some love:

- Rubik's cube effect of terrain doesn't look nice, nor is it "realistic" to have patch of desert, green grass, more desert, etc, all single tiles as if it's a chessboard
- A fair bit of resources clumped together in a single screen's distance to start off with, then larger clusters of bigger patches far away, so it forces the player to actually use the train technologies

Looking forward to the stable build!

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 8:08 pm
by Kayser
I'll wait for the results from the user testing of those map generators before I decide which one I vote for.

Re: Friday Facts #112 - Better noise

Posted: Fri Nov 13, 2015 11:19 pm
by TheTomCZ
"powers witch with electricity running through it."

That's a funny typo, if I've ever seen one. I want more witches being electrocuted! :-)

Re: Friday Facts #112 - Better noise

Posted: Sat Nov 14, 2015 12:09 am
by -root
nice. terrain gen needs some love!

Re: Friday Facts #112 - Better noise

Posted: Sat Nov 14, 2015 1:25 am
by mazetar
Starcraft, fallout 4, battlefront, rb6 siege. All major time sinks competing with factorio the next weeks and months.
Factorio is an awesome game to play along with games like SC2 or HOTS. While in matchmaker que or in loading screens go fix a few more things :D

Can't stop playing factorio <3


and one more thing:
OMFG CAN'T WAIT FOR NEXT FF :D
TRAINS!!! :D