Friday Facts #355 - High resolution updates
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Re: Friday Facts #355 - High resolution updates
the mines look great, but sinds they explode would it not make more sence to have some scorched earth and the parts at the edges of that burn mark?
Re: Friday Facts #355 - High resolution updates
I wonder what the assembly machine redesign is going to look like
Re: Friday Facts #355 - High resolution updates
I'm a bit surprised that so much of the land mine is left behind considering that, you know, they're kinda supposed to explode.
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Re: Friday Facts #355 - High resolution updates
Oil puddle could really have some animation. Maybe some bubbles? It isn't very repeatative object in game, so it would be acceptable, I suppose.
Also: Landmine remnants? Really? Shouldn't they end up shattered and scattered over the area?
Also: Landmine remnants? Really? Shouldn't they end up shattered and scattered over the area?
Holding formation further and further,
Millions of lamb stay in embrace of Judas.
They just need some bread and faith in themselves,
BUT THE TSAR IS GIVEN TO THEM IN EXCHANGE!
Original: 5diez - "ΠΡΡ, ΡΠ΅ΡΡΡ" (rus, 2013)
Millions of lamb stay in embrace of Judas.
They just need some bread and faith in themselves,
BUT THE TSAR IS GIVEN TO THEM IN EXCHANGE!
Original: 5diez - "ΠΡΡ, ΡΠ΅ΡΡΡ" (rus, 2013)
Re: Friday Facts #355 - High resolution updates
Huge bummer that assembler won't be ready for 1.0 since it's one of the most used assets of the game, but since it's one of the most used assets in the game it's better to have it miss 1.0 than be rushed
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Re: Friday Facts #355 - High resolution updates
so how long, till you realize the power switch animation is to slow and you'll update it?
Re: Friday Facts #355 - High resolution updates
Nobody has made a bug report about any such issue, you could be the one to do thatbullipatty wrote: βFri Jul 10, 2020 1:38 pmso how long, till you realize the power switch animation is to slow and you'll update it?
Re: Friday Facts #355 - High resolution updates
And once you'll have made the bug report, I'll move it to Ideas and Suggestion, because something working as intended is not a bugKlonan wrote: βFri Jul 10, 2020 2:24 pmNobody has made a bug report about any such issue, you could be the one to do thatbullipatty wrote: βFri Jul 10, 2020 1:38 pmso how long, till you realize the power switch animation is to slow and you'll update it?
Koub - Please consider English is not my native language.
Re: Friday Facts #355 - High resolution updates
It is possible the animation is running too slowly, we had a bug for a long time with accumulator animation on maps with a high playtime (very high tick, causing float imprecision, etc)Koub wrote: βFri Jul 10, 2020 2:34 pmAnd once you'll have made the bug report, I'll move it to Ideas and Suggestion, because something working as intended is not a bugKlonan wrote: βFri Jul 10, 2020 2:24 pmNobody has made a bug report about any such issue, you could be the one to do thatbullipatty wrote: βFri Jul 10, 2020 1:38 pmso how long, till you realize the power switch animation is to slow and you'll update it?
Re: Friday Facts #355 - High resolution updates
Thank you for the news. Feels good to have confirmation on the upcoming assembler redesign, even if it's after 1.0.
I'll make a thread in suggestion section for the animated oil well, since it's not a #1 priority right now.
I'll make a thread in suggestion section for the animated oil well, since it's not a #1 priority right now.
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Re: Friday Facts #355 - High resolution updates
Way to go on killing bug report motivation :P.Koub wrote: βFri Jul 10, 2020 2:34 pmAnd once you'll have made the bug report, I'll move it to Ideas and Suggestion, because something working as intended is not a bug :mrgreen:Klonan wrote: βFri Jul 10, 2020 2:24 pmNobody has made a bug report about any such issue, you could be the one to do thatbullipatty wrote: βFri Jul 10, 2020 1:38 pmso how long, till you realize the power switch animation is to slow and you'll update it?
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Re: Friday Facts #355 - High resolution updates
I think the slowdown capsule should be blue seeing as how blue is usually representative of chilling or time based slowdown effect. (Although I imagine Factorio is using some sort of adhesive) But the poison capsule is blue. Poison is traditionally green or purple but since green is for nuclear how about making poison capsules purple instead? It is pretty common in games, like how red barrels are explosive.
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Re: Friday Facts #355 - High resolution updates
fun fact, i just noticed that it's already testable and it looks exactly like anticipated. when the signal flickers, it doesn't seem to connect at allbullipatty wrote: βFri Jul 10, 2020 1:38 pmso how long, till you realize the power switch animation is to slow and you'll update it?
and i'm really worried about the fact, that this kind of quite obvious design flaw happens much more often lately
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Re: Friday Facts #355 - High resolution updates
Whatever they do won't have a chance against the old graphics we learned to love in the last 7 years. I suspect they are already having panic attacks when thinking about that patch
Re: Friday Facts #355 - High resolution updates
imo if you push the date a bit you could probably use that time to make the assembly machine polish finishes you wanted, after all you wanted to bring 1.0 out before cyberpunk came out in September, but since it's been pushed back yet again, you could take that time back and get more work done, as you have said, it's done when it's done.
as for the mine remnants, i have to agree, they do explode, it should probably leave a crater and only a small bit of the mine remnant remaining, perhaps a 1/4 or a 1/6th of the bit. just enough so you can tell what it is. perhaps scatter mini bits of the mine around the area? something similar to the grenade/rocket explosions?
as for the power switch, here i thought the animation was not too slow, but too fast, as i would like to actually see it move, but maybe thats just me wanting to enjoy the animation a bit longer. as long as the switch function is on when the signal says go on and off when the signal says off, the animation of the actual switch is whatever you decide for the animation to be imo.
and finally the crude oil spots, if you ask me i can't tell the difference really, but if you add the bubbles someone suggested, THEN it will definitely have a new high rez look, as for performance, you have the trees flowing, and the bubbles don't have to do much animation, and since there is so few of them on the map (in most cases) the performance impact wont be that much imo.
as for the mine remnants, i have to agree, they do explode, it should probably leave a crater and only a small bit of the mine remnant remaining, perhaps a 1/4 or a 1/6th of the bit. just enough so you can tell what it is. perhaps scatter mini bits of the mine around the area? something similar to the grenade/rocket explosions?
as for the power switch, here i thought the animation was not too slow, but too fast, as i would like to actually see it move, but maybe thats just me wanting to enjoy the animation a bit longer. as long as the switch function is on when the signal says go on and off when the signal says off, the animation of the actual switch is whatever you decide for the animation to be imo.
and finally the crude oil spots, if you ask me i can't tell the difference really, but if you add the bubbles someone suggested, THEN it will definitely have a new high rez look, as for performance, you have the trees flowing, and the bubbles don't have to do much animation, and since there is so few of them on the map (in most cases) the performance impact wont be that much imo.
Re: Friday Facts #355 - High resolution updates
This woudln't be only that. Considering the also postponed update for the fluid mechanics and the blueprint library there is no good reason to push one out and delay the rest. Then one the other hand none of this is to unfinished or crude to not be included in the 1.0 in its current state, IMO.Philip017 wrote: βFri Jul 10, 2020 6:04 pmimo if you push the date a bit you could probably use that time to make the assembly machine polish finishes you wanted, after all you wanted to bring 1.0 out before cyberpunk came out in September, but since it's been pushed back yet again, you could take that time back and get more work done, as you have said, it's done when it's done.
I find the new remnant is clearly showing that something has gone of, most likely even if zoomed out. This should be good for visual reference.Philip017 wrote: βFri Jul 10, 2020 6:04 pmas for the mine remnants, i have to agree, they do explode, it should probably leave a crater and only a small bit of the mine remnant remaining, perhaps a 1/4 or a 1/6th of the bit. just enough so you can tell what it is. perhaps scatter mini bits of the mine around the area? something similar to the grenade/rocket explosions?
Though remnats beeing placed into craters of adequate size, might be more "logical".
Re: Friday Facts #355 - High resolution updates
Equipment sprites (the ones for when the equipment is in the grid) are getting a high-res pass, right? D:There are still more graphical updates coming in the following few weeks, but this is it for the high resolution updates.
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Re: Friday Facts #355 - High resolution updates
This reminded me of a doubt, why are landmines counted as destroyed units? I find it strange that a suicide object is counted as destroyed by the enemy xD
Re: Friday Facts #355 - High resolution updates
After years of pushing the release back by couple of months, some (or maybe all) have realized this game will never be finished.
If it takes us 3.5 years to redo all the graphics in the game, there will be always 3.5 year old art that will not look exactly on par with the newest stuff. Not to mention, many people are not excited about the newest stuff. So let's just get 1.0 over with, finally take some time off and then see what new things can we make instead of constantly redoing things that are already done.