Search found 68 matches
- Mon Nov 03, 2025 4:17 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1723
Re: A sibling API to play_sound: play_music
I looked a bit more closely at variable ambient sounds (still thinking about a project I am not quite committed to). Seems I misunderstood things a bit, and will have to include the imagined bits: Allow variable ambient sound to be variable or indefinite length, attach the sound layers to state ...
- Sun Oct 26, 2025 5:20 am
- Forum: General discussion
- Topic: I wish biters were justa bit more cunning
- Replies: 14
- Views: 2535
Re: I wish biters were justa bit more cunning
Smarter biters would learn not to bother attempting an open assault on a wall of turrets. Instead, they should practice stealth, sneak through (or tunnel), quietly tamper with the machines inside (take items and insert them somewhere random, rotate belts, change settings, disconnect or otherwise ...
- Fri Oct 24, 2025 2:33 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1723
Re: A sibling API to play_sound: play_music
For a "minimal change" approach, a lot could be accomplished by allowing mods to indirectly manipulate the state of an active "VariableAmbientSound". This would either be dynamically setting state information on something the music system would access, or adding supplemental state information to ...
- Wed Oct 22, 2025 3:53 pm
- Forum: Modding discussion
- Topic: Any interest in a music project?
- Replies: 7
- Views: 423
Re: Any interest in a music project?
This i never heard of, i heard of micro tonal music or how in India it can differ from western music in the number of notes 20 vs 12 and how some frequencies thus differ, but that's about it x) Do you have anywhere recommended for me to document ?
It is a just intonation system ( https://en ...
- Wed Oct 22, 2025 10:10 am
- Forum: Modding discussion
- Topic: Any interest in a music project?
- Replies: 7
- Views: 423
Re: Any interest in a music project?
Got it !
Made me curious about what are in those files : "ekm_basic_notation.ekm3" , "ekm_instruments.ekm3" , i'm imagining code to simulate the oscillators ? or is this handled by csound ? i don't know much in these field, i like toying around for fun, i've seen a theremin coded in javascript ...
- Tue Oct 21, 2025 4:26 pm
- Forum: Modding discussion
- Topic: Any interest in a music project?
- Replies: 7
- Views: 423
Re: Any interest in a music project?
P.S. I'd like to post a few short examples, but the forum doesn't appear to permit audio uploads, and I have an allergy to "free" online services which demand rights to feed data to LLMs.
you can post the audio in a .zip on the forum if it's not too big like 30 MB or you can post a mp4 if you ...
- Tue Oct 21, 2025 2:55 pm
- Forum: Modding discussion
- Topic: Any interest in a music project?
- Replies: 7
- Views: 423
Any interest in a music project?
I have a music project in a relatively complete state of development: A scriptable text-based music production system with a tight synthesizer integration. Informally, it's a programmer art setup for music.
It allows music to be composed with simple text-based notations (like ABC notation or ...
It allows music to be composed with simple text-based notations (like ABC notation or ...
- Thu Jan 23, 2025 11:43 pm
- Forum: General discussion
- Topic: Pollution and my thoughts about it..
- Replies: 7
- Views: 1373
Re: Pollution and my thoughts about it..
For natural selection to suffice, pollution would have to actually be harmful to biters (weak biters living in polluted areas would have to gradually die off), the stronger biters would have to come from spawners generated by expansion groups formed from the survivors of pollution-impacted areas ...
- Sat Jun 22, 2024 2:49 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 160764
Re: Friday Facts #416 - Fluids 2.0
If there is a desire for a simplified system that runs fast but still does fluid flow, one thing I might suggest is to require that the entire pipe be filled completely remain so at all times, treat all inputs and outputs as applying a fixed pressure to the system, model static flows as needed (for ...
- Mon Apr 29, 2024 5:54 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 22365
Re: Friday Facts #407 - Automating a soundtrack
The variable music tracks will be defined by the AmbientSound prototypes.
There are no plans for real-time Lua API for variable music tracks/music player.
At some point there should be some improvements for programmable speaker (see this thread ).
If I can procedurally change the volume of an ...
- Mon Apr 29, 2024 12:29 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 22365
Re: Friday Facts #407 - Automating a soundtrack
I decided to pre-emptively make an algorithmic music generator. It will be an expansion and rewrite (in LUA) of one I wrote a few years ago. Since I don't have an API to target, the in-dev version will use Csound (already working) and will be kept simple enough to use described features (a proper ...
- Sat Apr 20, 2024 5:11 am
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 22365
Re: Friday Facts #407 - Automating a soundtrack
You should probably consider using a synthesizer & sequencer for procedural music.
- Fri Sep 01, 2023 1:19 am
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 35
- Views: 17622
Re: Should Construction Robots Prioritze Storage Chests ?
My solution is to place virtually all bot-based logistics in a small logistics zone, use a mod ( Construction Probe ) to obtain construction events and convert them into localized circuit-network signals, and a pile of combinators to use said signals to direct logistic bots at to load construction ...
- Fri Feb 03, 2023 7:18 pm
- Forum: Ideas and Requests For Mods
- Topic: Chemical Engineering Mods
- Replies: 1
- Views: 1613
Re: Chemical Engineering Mods
I thought about this a while back, but didn't really want to make it (partly due to having only an introductory understanding of chemistry, and partly due to it being a lot of work). A chemical reactor should accept arbitrary ingredients (any item or fluid, though it may be sensible to exclude ...
- Sat Jan 28, 2023 12:46 am
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 48
- Views: 23409
Re: Factorio confessions
Sometimes, particularly while riding a train without first preparing for the task at hand, I'll use an immediate solution for an immediate problem:
- Wed Jan 25, 2023 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Automatically split rail blocks when rails are too close together to insert signals
- Replies: 8
- Views: 2616
Re: Automatically split rail blocks when rails are too close together to insert signals
Another option might be use a more permissive system for rail signal placement - switch from a colliding entity occupying a 1x1 tile adjacent to a track to a non-colliding entity anchored to the track, and allow them to be freely attached to any rail segment that does not join or intersect another ...
- Tue Jan 17, 2023 12:02 am
- Forum: Mods
- Topic: [MOD 1.1] Construction Probes
- Replies: 1
- Views: 2766
Re: [MOD 1.1] Construction Probes
I decided to follow-up a bit on this mod a bit. I now have a practical build that uses the mod to automate the requesting and delivery of construction materials to an outpost (maybe the qualifier expressing a combinator proficiency requirement can be toned down a bit). The build consists of two ...
- Mon Oct 17, 2022 2:33 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 166
- Views: 90481
Re: ARM architecture
The infrastructure needed to support releases on ARM would also be useful for managing micro-architecture builds (compiler option "-march=<whatever>"), which supposedly should improve performance on many systems.
- Tue Sep 20, 2022 7:20 pm
- Forum: General discussion
- Topic: Defending your base is just to easy!
- Replies: 123
- Views: 56190
Re: Defending your base is just to easy!
I do occasionally have a specific opinion on Factorio balancing. I don't have much motivation to do anything about it, but on the off chance that anyone wants to run with the idea, here it is:
If it where up to me to rebalance, the game would start peaceful and without any biters. The early ...
If it where up to me to rebalance, the game would start peaceful and without any biters. The early ...
- Sun Feb 20, 2022 12:35 am
- Forum: Mods
- Topic: [MOD 1.1] Construction Probes
- Replies: 1
- Views: 2766
[MOD 1.1] Construction Probes
Construction Probes [/size]
Type: Mod
Description: Scan new constructions within and around a logistics network to assist in automated delivery of construction materials. Proficiency in the use of combinators for mixed shipments is recommended. Or a good set of blueprints.
License: MIT license ...
Type: Mod
Description: Scan new constructions within and around a logistics network to assist in automated delivery of construction materials. Proficiency in the use of combinators for mixed shipments is recommended. Or a good set of blueprints.
License: MIT license ...