Friday Facts #325 - New Explosions and Particles
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Re: Friday Facts #325 - New Explosions and Particles
The destruction effect on those rails makes me wish I had some kind of appetite for PVP in this game.
Re: Friday Facts #325 - New Explosions and Particles
Easy holidays because, no surprise release... what euphemism , even Santa seems to expirience ups drop, by overstretching his logistic network.
Re: Friday Facts #325 - New Explosions and Particles
This particle box on the roboport makes it look like the character has Parkinson's disease.
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Check out my mod "Realistic Ores" and my other mods!
- y.petremann
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Re: Friday Facts #325 - New Explosions and Particles
I feel like that :
- bitter should have a trail of purple blood when we are shooting at them (each bullet make their corpse loose blood)
- construction like rails should explode less (arc being lower, nearest of the construction and less elements)
- shooting particles (like on roboport) should be more on the side the entity is shooted
- bitter should have a trail of purple blood when we are shooting at them (each bullet make their corpse loose blood)
- construction like rails should explode less (arc being lower, nearest of the construction and less elements)
- shooting particles (like on roboport) should be more on the side the entity is shooted
Last edited by y.petremann on Fri Dec 13, 2019 5:15 pm, edited 1 time in total.
Re: Friday Facts #325 - New Explosions and Particles
Looking more fabulous every week!
I am already dreaming about *ahem* accidentally dropping *another* atom bomb inside my base, just to see all the lovely destructive effects
I am already dreaming about *ahem* accidentally dropping *another* atom bomb inside my base, just to see all the lovely destructive effects
My own personal Factorio super-power - running out of power.
Re: Friday Facts #325 - New Explosions and Particles
Rest easy? No. You just made this year Christmas the worst in many years. I hope this period will pass as quickly as possible, so we can start enjoying 0.18 bugs.... so you can rest easy this holiday period without the worry of a surprise 0.18 release.
Re: Friday Facts #325 - New Explosions and Particles
One thing I think is wrong in provided gifs is that particles spread of dying enemyes are biased toward vertical axis (very noticable with big worm).
Re: Friday Facts #325 - New Explosions and Particles
This is nice ! 3 things :
- i hope biters won't bleed when walking into fire. Mass bleeding of biters when using flame turrets would be strange.
- walls and rails shouldn't have the smoke effect when destroyed. Or maybe a more discrete, with smaller radius one ?
- tell us now about the milestone !
thank you for the updates !
- i hope biters won't bleed when walking into fire. Mass bleeding of biters when using flame turrets would be strange.
- walls and rails shouldn't have the smoke effect when destroyed. Or maybe a more discrete, with smaller radius one ?
- tell us now about the milestone !
thank you for the updates !
Re: Friday Facts #325 - New Explosions and Particles
Spidertron?In regards to other milestones... we might have something else to announce in the weeks to come .
Re: Friday Facts #325 - New Explosions and Particles
I noticed this with the rail destruction. While it looks really nice, being destroyed with bullets doesn't intuitively felt make a high explosion if any. A more calm animation might be better overall, unless it's possible to have different weapons apply different kind of pressure. A rocket launcher could make noticeably more destruction, and nuke twice more. Flamethrower pressure however is nonexistent, things just fall down in ashes or maybe pushed forward a bit.
Just wishful thinking?
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Re: Friday Facts #325 - New Explosions and Particles
I feel it'd be more natural to spawn spray of blood particles for dying WORMS from it's maw.
I believe it is not very hard, because death animation is somewhat fixed, thus one can define particle spawn point and direction (or average direction) just based on entity rotation and timing synchronized with animation.
I suspect it won't be that small change, but worms die not so often, and this death signals about you-vs-biters battlefront progression, so it may worth enhancing somewhat.
I believe it is not very hard, because death animation is somewhat fixed, thus one can define particle spawn point and direction (or average direction) just based on entity rotation and timing synchronized with animation.
I suspect it won't be that small change, but worms die not so often, and this death signals about you-vs-biters battlefront progression, so it may worth enhancing somewhat.
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 - "ะัั, ัะตััั" (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 - "ะัั, ัะตััั" (rus, 2013)
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Re: Friday Facts #325 - New Explosions and Particles
Explosions and particles look great except rail wood: when it stops, it looks like frozen in the air. I think itโs because there's no shadow underneath. You may say: what a shadow, they are flat. Actually, no: ground shadow is a must. Even tiny shadow gives a big difference.
Moreover, wood must be raised off the ground while lying on rail remnants. Without shadows we have awkward mix of 2D and 3D paintings.
If shadows are impossible, it would be better to choose some smaller particles.
Moreover, wood must be raised off the ground while lying on rail remnants. Without shadows we have awkward mix of 2D and 3D paintings.
If shadows are impossible, it would be better to choose some smaller particles.
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- BattleFluffy
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Re: Friday Facts #325 - New Explosions and Particles
I love these new destruction effects.
One problem with destruction of entities in Factorio is that once robots are unlocked, destroyed entities are instantly replaced by ghosts so that the robots will rebuild them.
This interferes with the visual effect at the moment of destruction.
Possible solutions... maybe can the graphic for the ghosts fade in slowly? Or appear after a delay?
One problem with destruction of entities in Factorio is that once robots are unlocked, destroyed entities are instantly replaced by ghosts so that the robots will rebuild them.
This interferes with the visual effect at the moment of destruction.
Possible solutions... maybe can the graphic for the ghosts fade in slowly? Or appear after a delay?
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Re: Friday Facts #325 - New Explosions and Particles
Sounds like it would make a good experiment. Very interesting idea.BattleFluffy wrote: โFri Dec 13, 2019 6:09 pm I love these new destruction effects.
One problem with destruction of entities in Factorio is that once robots are unlocked, destroyed entities are instantly replaced by ghosts so that the robots will rebuild them.
This interferes with the visual effect at the moment of destruction.
Possible solutions... maybe can the graphic for the ghosts fade in slowly? Or appear after a delay?
Re: Friday Facts #325 - New Explosions and Particles
One thing I noticed is that the particles from being shot (before the entity is destroyed) are very short lived. They seem to disappear before hitting the ground, but the particles after destruction are long lived. I would add a longer lifespan to the damage particles so that damaged entities have some ground clutter around them similar to the shell casings and explosion debris. That would also visually indicate that those entities are damaged due to the presence of the ground debris.