Re: Friday Facts #66 - Merry christmas
Posted: Tue Dec 30, 2014 11:44 am
Have you tried to use 7z format instead of zip ?
I agree, this would be important.Garm wrote: The problem lies in the large amount of signaling cables between poles and their targets resulting is total mess of red and green wires making it visually challenging to decipher.
What I would do for terrain is let certain things move at specific speeds: players would slow down on sand and wetland, speed up on hard terrain. Biters would have a speed advantage on hard and soft terrain (many legs distribute weight), but slow down in grassland. Spitters would prefer grass and sand but not hard ground. For the vehicles, a car would bog down in sand and grass, a tank would have trouble in wetlands. Trains don't care because rails, making them a better vehicle for consistent speed (but not independence, they only go where the rails lead).imajor wrote:I'm wondering if it was better if the terrain type would have more influence on the factory we build. Currently it doesn't matter at all if we build on desert or grassland or the brown area, and this means that if I start a new game on a new map, I don't see much difference. Sure water and enemies are at different location, but other terrain types won't make it more interesting. There could be something like you could only build solar panels on deserts or something.
I agree, this would be important.Garm wrote: The problem lies in the large amount of signaling cables between poles and their targets resulting is total mess of red and green wires making it visually challenging to decipher.
Good idea, but the reason why I want the terrain to have more influence is that right now when I just start a new game on a new map, I see many similarities with the previous one. Factorio is brilliant on the first game, but as you start it over again and again, there are certain things you do the same way, so the followup games are not that interesting. But if the terrain had more influence, you could not build the same factory layout again, so you need to come up with a new layout. In board games they pay a lot of attention to avoid repetitive gameplay, and I know some board games where even after 100 games you don't feel that any of those would be the same.Zeeth_Kyrah wrote: What I would do for terrain is let certain things move at specific speeds: players would slow down on sand and wetland, speed up on hard terrain. Biters would have a speed advantage on hard and soft terrain (many legs distribute weight), but slow down in grassland. Spitters would prefer grass and sand but not hard ground. For the vehicles, a car would bog down in sand and grass, a tank would have trouble in wetlands. Trains don't care because rails, making them a better vehicle for consistent speed (but not independence, they only go where the rails lead).
zbeeblebrox wrote:To piggyback off this, it would be really cool if maps generated better and rarer resources the further away from spawn you go. And perhaps the mk1 rocket you first make can't actually leave the planet, but lets you fast-travel say several km in a cardinal direction to set up outposts in exotically populated areas that only begin generating at great distances (and which are totally infested with aliens of course) - including precious metals to be used in creating useless trinkets whose only purpose is to be sold for ridiculous profit ;P
These two ideas could sort of combine if there were a large family of rare minerals with extremely specialized uses, and they generated in such a way that you probably only find one or two of them anywhere near your starting area.imajor wrote:the reason why I want the terrain to have more influence is that right now when I just start a new game on a new map, I see many similarities with the previous one. Factorio is brilliant on the first game, but as you start it over again and again, there are certain things you do the same way, so the followup games are not that interesting.
Have you tested simply using an existing image compression algorithm like png? You may well find that the optimisations you've been trying (and more) have already been done for you.kovarex wrote:We are using palette when saving minimap data (1 byte instead of 3 byte rgb) and we are also specifying the count of repeated pixels of the same color.
I've found that some zip compatible algorithms can be fairly similar to the likes of 7z/rar if you crank up the compression mode (7zip does a very good job of compressing to .zip at Ultra). It does vary quite a bit depending on the data though.matheod wrote:Have you tried to use 7z format instead of zip ?
I'm 100% for this. Every map should be quite different.imajor wrote: Good idea, but the reason why I want the terrain to have more influence is that right now when I just start a new game on a new map, I see many similarities with the previous one. Factorio is brilliant on the first game, but as you start it over again and again, there are certain things you do the same way, so the followup games are not that interesting. But if the terrain had more influence, you could not build the same factory layout again, so you need to come up with a new layout. In board games they pay a lot of attention to avoid repetitive gameplay, and I know some board games where even after 100 games you don't feel that any of those would be the same.
Ofcourse not, because it would show you the current state of the map, and not the state as you saw it last time you explored it.LordFedora wrote:Wait, why is the minimap being saved? Can't it be regenerated?