Only if characters would be in high resolution. Most pepole nowadays don't have enough imagination to live iwth low resolution images and then imagine them as being real objects.kovarex wrote:This would make the sales go 200% upe39a562r wrote:Factorio 0.x
- female player
- nude female player
Factorio Roadmap for 1.0.
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
high resolution adds will help the imaginationally challenged peopleSilverWarior wrote:Only if characters would be in high resolution. Most pepole nowadays don't have enough imagination to live iwth low resolution images and then imagine them as being real objects.kovarex wrote:This would make the sales go 200% upe39a562r wrote:Factorio 0.x
- female player
- nude female player
Test mode
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
It would be a good idea to take a moment to evaluate and recompile the research trees, as it's starting to show signs of being over-amended as new things were added.
- ensure that every technology requires the technology to build its components
- ensure that research costs/time reflect the proper stage at which it should be 'available' (eg, red/green/blue/purple balancing)
- ensure that sequential researches are well distributed between the four tech stages
I'm definitely looking forward to a revisiting of the combat mechanics and some weapon/enemy rebalancing.
- ensure that every technology requires the technology to build its components
- ensure that research costs/time reflect the proper stage at which it should be 'available' (eg, red/green/blue/purple balancing)
- ensure that sequential researches are well distributed between the four tech stages
I'm definitely looking forward to a revisiting of the combat mechanics and some weapon/enemy rebalancing.
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Re: Factorio Roadmap
One important setting would be to separate music and ambient sounds in the audio settings dialog. That way if the music is getting in the way but the player wants to hear machinery (or vice versa), they can reduce the volume of the thing they don't want to hear so much. In fact, it might be good to have separate sliders for many different groups of sounds as well as a master volume control, much like in the 1.7 update to Minecraft.BurnHard wrote:""Factory sound background". Entities in the game will have specific sounds that play when player is near. "
This sounds like a really good thing and I want just to say, that this should be extended to the type of backgroundmusic which is played.
In later game, you will have bigger trainstations, Mining sites etc. When a certain theshold of building types in percent (eg miners) is in reach of player, the music changes to the most appropriate theme, seamlessly. Or other music in big forrests, or near biter nests.
Planned projects: Energy Crystals Plus, Minor Fluid Handling, Small electric furnaces
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Separate sliders for ambient music, environment sounds, game effects, etc. are already in place for 0.10. Including the long missing master volume control. We don't plan to have different sliders for different groups of ambient sounds, but that might change depending on the feedback from the community.Zeeth_Kyrah wrote: One important setting would be to separate music and ambient sounds in the audio settings dialog. That way if the music is getting in the way but the player wants to hear machinery (or vice versa), they can reduce the volume of the thing they don't want to hear so much. In fact, it might be good to have separate sliders for many different groups of sounds as well as a master volume control, much like in the 1.7 update to Minecraft.
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
You guys are so organized! I can't wait for multiplayer
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
I actually think that needing to transport liquids via barrels (as opposed to using oil wagons) is an interesting mechanic in itself and provides an interesting logistical puzzle.slpwnd wrote: Factorio 0.12
- Working Multiplayer.
- Oil extension (boiler for oil, oil wagon).
- Fight revisit (balancing, tank, more enemies variety, ...)
- Proper tech tree.
Perhaps the liquid capacity per barrel can be increased instead to make the barrels more useful?
Or perhaps the new oil wagon can be balanced somehow to still make barrels viable in the future?
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
I'd go for stack limits on oil barrels, and/or making them actual fluid containers with variable amounts stored. So an oil transport wagon (that holds many more barrels worth of liquid) would be a more viable means of getting your oil around, instead of a handful in a cargo wagon.saykhia wrote:I actually think that needing to transport liquids via barrels (as opposed to using oil wagons) is an interesting mechanic in itself and provides an interesting logistical puzzle.slpwnd wrote: Factorio 0.12
- Working Multiplayer.
- Oil extension (boiler for oil, oil wagon).
- Fight revisit (balancing, tank, more enemies variety, ...)
- Proper tech tree.
Perhaps the liquid capacity per barrel can be increased instead to make the barrels more useful?
Or perhaps the new oil wagon can be balanced somehow to still make barrels viable in the future?
Planned projects: Energy Crystals Plus, Minor Fluid Handling, Small electric furnaces
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
I feel like this thread could use being a global sticky. A lot of people keep asking for it and generally it should be visible from everywhere.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Well, I won't decide that myself.
For the other moderators: https://www.phpbb.com/support/documenta ... tools_type
For the other moderators: https://www.phpbb.com/support/documenta ... tools_type
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
That sounds like a decent ideaDrury wrote:I feel like this thread could use being a global sticky.
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
I grow up in the nineties and I have a jpeg fetish now /citSilverWarior wrote: Only if characters would be in high resolution. Most pepole nowadays don't have enough imagination to live iwth low resolution images and then imagine them as being real objects.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Indeed, which is why that Minecraft game failed to attract enough customers and was abandoned.SilverWarior wrote:Only if characters would be in high resolution. Most pepole nowadays don't have enough imagination to live iwth low resolution images and then imagine them as being real objects.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Well if anything the character model should be remade to match with the rest of the game.
Just for consistency.
Just for consistency.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
I don't get it. Replays are respawn features ? Or something to go back in time, or speed up it ?slpwnd wrote:
- Finish the trailer. This is a #1 priority now Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game)
- Functional replays. This will be a side-effect of multiplayer efforts.
- Improve Map creation process (shareable map generation string, simpler map generation settings, meaningful difficulties).
- "Factory sound background". Entities in the game will have specific sounds that play when player is near.
- (If time allows!) more circuit logic (circuits for electricity, trains, liquids, etc.)
Thanks
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
The replays is a file, containing all actions you've done since start. Currently it doesn't work, cause of the missing determinism - needed for multiplayer. This is very important.
But when working, it simulates every action until the moment, when the game (and replay) was saved.
But when working, it simulates every action until the moment, when the game (and replay) was saved.
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
One of the cool thing deterministic replays like that can allow is continuing playing from any point in the replay. Instead of loading a save game to a fixed point in time, you watch the replay until the point where you think you made a mistake, and then continue playing from there.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Thanks for this clarification
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
for me its idiotism doing in game replay system. i better will use bandicam or fraps or many other program. this is only losting time, nobody not will use this. into prison architect they make replay system but i newer see letsplays on them, all use better program
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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
But PA doesn't have multi player. Replays are used in Starcraft 2 all the time, and those are the same type of replays we're talking about here.
The PA system just takes screenshots (if I recall correctly), it's not a proper replay system. So you can't compare the two.
But the most important, 95% of the code is needed any way, for multi player. So it's not a big job to add replays.
The PA system just takes screenshots (if I recall correctly), it's not a proper replay system. So you can't compare the two.
But the most important, 95% of the code is needed any way, for multi player. So it's not a big job to add replays.