Friday Facts #112 - Better noise

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slpwnd
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Friday Facts #112 - Better noise

Post by slpwnd »

So what is this noise business about? Find out in today's FFF: http://www.factorio.com/blog/post/fff-112

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Re: Friday Facts #112 - Better noise

Post by Ohlmann »

I love the noise stuff. I wonder what it will do on map generation :)

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Re: Friday Facts #112 - Better noise

Post 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 ;)!
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

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Kayanor
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Re: Friday Facts #112 - Better noise

Post by Kayanor »

Fallout 4?
I don't even care about this game. :P

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Re: Friday Facts #112 - Better noise

Post 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:

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Re: Friday Facts #112 - Better noise

Post 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

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Smarty
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Re: Friday Facts #112 - Better noise

Post by Smarty »

NOOOOOOO!!!!! not the brain melting technical stuff :|













;)

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Smarty
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Re: Friday Facts #112 - Better noise

Post 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) ;)

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Re: Friday Facts #112 - Better noise

Post 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?

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Re: Friday Facts #112 - Better noise

Post 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
FactoriOh No: when it's accidentally 2am, again

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Re: Friday Facts #112 - Better noise

Post 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.)

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Re: Friday Facts #112 - Better noise

Post by sillyfly »

Smarty wrote:NOOOOOOO!!!!! not the brain melting technical stuff :|
.
.
.
;)
Au contraire! Please, much more of that!

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Re: Friday Facts #112 - Better noise

Post by kinnom »

new noise? noice!
no yes yes no yes no yes yes

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Re: Friday Facts #112 - Better noise

Post 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?)

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Re: Friday Facts #112 - Better noise

Post 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. :)

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Re: Friday Facts #112 - Better noise

Post 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!

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Re: Friday Facts #112 - Better noise

Post by Kayser »

I'll wait for the results from the user testing of those map generators before I decide which one I vote for.

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Re: Friday Facts #112 - Better noise

Post 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! :-)

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-root
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Re: Friday Facts #112 - Better noise

Post by -root »

nice. terrain gen needs some love!

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Re: Friday Facts #112 - Better noise

Post 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

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