When it comes to procedurally generated music, it's worth looking at projects such as Abundant music, which does this in extreme detail, and with great amount of user control over the output.
At least, it's worth toying around with it for a bit.
Search found 185 matches
- Fri Apr 19, 2024 7:50 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 12842
- Fri Sep 08, 2023 9:43 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196781
Re: Friday Facts #375 - Quality
I disagree with you on essentially everything. For high quantity items it's a matter of perfectionism to aim for "all perfect" items, but there are items in the game where solving with mass might not be an option. Like armor, you can only wear one, so you'd want a higher quality there. Ma...
- Fri Sep 08, 2023 8:17 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196781
Re: Friday Facts #375 - Quality
So, what? I get a machine that can do the job of 2-and-a-half machines, for the low low price of 50 normal machines? And all I gotta do is build literally every single one of my factory lines into a loop, recycling and remaking every item, until I get what I want? I kinda see the appeal for any mach...
- Fri Feb 07, 2020 7:49 am
- Forum: Releases
- Topic: Version 0.18.4
- Replies: 22
- Views: 18790
Re: Version 0.18.4
For some reason, this update trips my antivirus.
It identifies it as "HEUR/AGEN.1038008", and honestly, you know it's a false alarm if it begins with HEUR.
It identifies it as "HEUR/AGEN.1038008", and honestly, you know it's a false alarm if it begins with HEUR.
- Fri Jan 24, 2020 6:57 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 71321
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
If you're giving a tutorial mode to Freeplay, I propose a minimalist approach. First, a little arrow pointing at stone, saying "Hold [LMB]: Mine", then "Press [E]" to then point at the furnace and say "[LMB] Make" Or when introducing how to place power poles, you just s...
- Tue Jul 02, 2019 5:56 pm
- Forum: General discussion
- Topic: How does uranium processing not cause desync?
- Replies: 31
- Views: 8851
How does uranium processing not cause desync?
It's the only thing in the entire game that's random. Though, random doesn't really square with deterministic gameplay such as this game requires. So, how does it work? Does the game not only save the random seed, but also how many times it's been used to maintain the offset? And how about multiplay...
- Fri Jan 25, 2019 9:43 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 85417
Re: Friday Facts #279 - Train GUI & Modern Spitter
Here's an idea: If the condition is set to Item Count = X, and current count is greater than X, have the entire bar be green, but overlayed on top of that is a yellow bar that fills in from the side. The width thereof could be (currentCount - X / X) or something like that. If currentCount is more th...
- Fri Jan 25, 2019 6:15 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 85417
Re: Friday Facts #279 - Train GUI & Modern Spitter
Here's an idea: If the condition is set to Item Count = X, and current count is greater than X, have the entire bar be green, but overlayed on top of that is a yellow bar that fills in from the side. The width thereof could be (currentCount - X / X) or something like that. If currentCount is more th...
- Tue Nov 27, 2018 7:53 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 92819
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I just had a thought: Should that belt end piece have a barrier on it, to have a visual explanation as to why the items don't fall off the end?
- Mon Jun 11, 2018 1:40 pm
- Forum: Not a bug
- Topic: [0.16.36] FPS drop depending on zoom factor
- Replies: 9
- Views: 3717
Re: [0.16.36] FPS drop depending on zoom factor
Could this be remedied? For instance by switching to the low-res mips when there are too many entities on screen?
- Sun Jun 10, 2018 9:09 pm
- Forum: Not a bug
- Topic: [0.16.36] FPS drop depending on zoom factor
- Replies: 9
- Views: 3717
Re: [0.16.36] FPS drop depending on zoom factor
While reducing texture quality to normal completely fixed the issue, I'm still curious about the zooming thing. It makes no sense that the game should be able to display the thickest forest at the farthest and closest zoom factor, but in between those it just quits. Is there a particular reason for ...
- Sun Jun 10, 2018 8:27 pm
- Forum: Not a bug
- Topic: [0.16.36] FPS drop depending on zoom factor
- Replies: 9
- Views: 3717
[0.16.36] FPS drop depending on zoom factor
My game runs smoothely at 60FPS most of the time, unless I'm on the middle zoom factor, especially when looking at trees, but my uranium ore patch did it too. 20180610221058_1.jpg What's interesting about this image is that at the time of me taking it, zooming out just one click of the mousewheel ma...
- Wed Jun 14, 2017 4:30 pm
- Forum: Releases
- Topic: Version 0.15.20
- Replies: 29
- Views: 21699
Re: Version 0.15.20
I didn't know air resistance was part of the speed calculation. Exactly how does it factor in?
Or is it going to play a role with wind, should you ever implement that?
Or is it going to play a role with wind, should you ever implement that?
- Sun Apr 02, 2017 7:25 am
- Forum: Ideas and Suggestions
- Topic: Make hazard concrete have a movement speed reduction
- Replies: 11
- Views: 4406
- Sat Apr 01, 2017 8:10 am
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 46541
Re: Friday Facts #184 - Five years of Factorio
Had that same problem. Maximizing the window fixed it.MaexxDesign wrote:It's all moved in prealpha.
The mouse position is not correct.
It's not possible to play.
I use Win10 with 1440p.
- Sat Apr 01, 2017 6:20 am
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 46541
Re: Friday Facts #184 - Five years of Factorio
I'm having serious graphical issues with alpha-0.1. Most icons are missing, a lot of entities have a strange red line, coal and some fish are just a blur for some reason... Here, let me show you what I mean.
EDIT: Never mind. Compatibility mode fixed it.
EDIT: Never mind. Compatibility mode fixed it.
- Tue Mar 14, 2017 2:08 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 15359
Re: Train Colors in HSV
Alternative suggestion: Offer HSV alongside, not instead of, RGB.
- Sun Mar 12, 2017 8:38 am
- Forum: Ideas and Suggestions
- Topic: Brownout icon / Low power icon / Low power warning
- Replies: 49
- Views: 15765
Low power warning
We have a warning for a device not connected to anything that produces power, and another one for a device receiving no power at all. Why not one for insufficient power?
I didn't quite get the color right, but you get the idea.- Sat Mar 11, 2017 1:44 pm
- Forum: Technical Help
- Topic: Game Crashes
- Replies: 3
- Views: 1961
Re: Game Crashes
To find log: Press Windows key + R. Type in: %appdata%/Factorio There, you will find both factorio-current.log and factorio-previous.log. You can either read them yourself via the editor, or upload them as an attachment. While you're at it: Press Windows Key + R. Type in: dxdiag Once the program tha...
- Sun Mar 05, 2017 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Allow miners report resources to circuit network
- Replies: 7
- Views: 2984
Re: Allow miners report resources to circuit network
What else will be added to the circuit network?
Enabling/disabling assemblers directly would be a big addition, but could they be set to send their output- or input slots?
And while we're at it, why not let boilers output the temperature?
Enabling/disabling assemblers directly would be a big addition, but could they be set to send their output- or input slots?
And while we're at it, why not let boilers output the temperature?