Search found 14 matches

by kitt159
Fri Apr 12, 2024 11:49 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 151
Views: 19429

Re: Friday Facts #406 - Space Age Music

The first unknown planet feels to me like a mushroom biome from a terraria. The second as a planet covered in fog, maybe with a coloured aurora above it. So I wonder how well I guessed it :D
by kitt159
Fri Apr 12, 2024 11:37 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 151
Views: 19429

Re: Friday Facts #406 - Space Age Music

Very nice. I liked the themes and thought they were very fitting, but the music on Fulgora is too loaded, my brain went into stress mode listening to it... i think it's good for an intro, but as a constant background music, i don't know... I agree. I think it's because of the electrical sparking. I...
by kitt159
Fri Feb 09, 2024 6:52 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 119
Views: 17494

Re: Friday Facts #397 - Factoriopedia

I like this idea. For me, a real game changer was this tool that can calculate a whole supply chain and the needed factories for it: https://kirkmcdonald.github.io/calc.html#tab=graph&data=1-1-19&items=advanced-circuit:f:1 Maybe, it is worth an idea to add a similar functionality also in th...
by kitt159
Fri Feb 02, 2024 4:17 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 13584

Re: Friday Facts #396 - Sound improvements in 2.0

The train/elevated train sounds somewhat remind me of my toy train in my youth. For a real world simulation, it's a bit hollow in my opinion. It really sounds as if a toy train is moving over sheet metal, mounted on a plywood panel. Couldn't you add more bass, more low frequency vibration? If a rea...
by kitt159
Fri Feb 02, 2024 1:09 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 13584

Re: Friday Facts #396 - Sound improvements in 2.0

The water sound seems a bit loud and over demonstrative. I agree. The water sounds more like splashing from a clogged pipe. I think the sound should be continuous and less distracting. But there is one quality-of-life improvement related to sounds that I would really love to see in the 2.0 game - i...
by kitt159
Fri Dec 15, 2023 5:20 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 26453

Re: Friday Facts #389 - Train control improvements

Color-changing trains are weird. Have you ever seen a train change color during travel? I think if the destination was signalled by a colored light somewhere on the train it would do the job and look more natural.
by kitt159
Fri Sep 29, 2023 7:31 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 79135

Re: Friday Facts #378 - Trains on another level

I am quite interested in how you solved the rail planning. There must be a lot of possible combinations. What algorithm do you use to find the route?
by kitt159
Fri Sep 29, 2023 7:29 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 79135

Re: Friday Facts #378 - Trains on another level

Can we walk on the bridges? You can't. biters also can't walk it. If you cant walk 😞 on the rails dont bother doing hand rail graphics , thay make it look too cluttered anyway I think that without these "handrails", it would be hard to visually differentiate elevated rails from normal rai...
by kitt159
Fri Sep 08, 2023 7:53 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 130655

Re: Friday Facts #375 - Quality

To take it even further, the concept of quality as described in the blog post seems to be inspired by or perhaps even a direct implementation of the process of "binning" used by any chip fab in real life: https://www.howtogeek.com/705101/what-is-binning-for-computer-components. Basically ...
by kitt159
Fri Sep 01, 2023 5:10 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 43099

Re: Friday Facts #374 - Smarter robots

You've already made so many improvements in the cleverness of the behavior of various entities that it might be worth considering adding a "better software" item to the research :D (Seriously, it would feel great to suddenly unlock such improvements after using dumb robots for a while.) In...
by kitt159
Sun Nov 15, 2020 9:49 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99668

Re: Friday Facts #363 - 1.1 is getting close

Am i the only one who has problems with understanding those icons? Probably the only icon i immediately understood is the braking power of the train. For most other icons i had to think for a few seconds to understand what the icon meant. As I read so many people cant decide on the layout of invento...
by kitt159
Fri Jun 12, 2020 5:05 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 74072

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

This design looks much better than the previous one. What will the destroyed beacon look like?
by kitt159
Sun Feb 23, 2020 9:57 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 23795

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

For now we have set the fire sticker to do 10x the damage, but only every 10 ticks
maybe it would be better to set it up so that the change only happens when FPS drops
by kitt159
Mon Feb 03, 2020 3:49 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 22502

Re: Friday Facts #332 - More sounds & Map color tweaks

The sounds of robots sound really strange. I would rather choose the sound of propellers or something like that. I also think that damaged belts could have a creaking or whistling sound. It would sound more realistic and the player would be more motivated to fix the belt :D

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