Friday Facts #112 - Better noise

Regular reports on Factorio development.
slpwnd
Factorio Staff
Factorio Staff
Posts: 1835
Joined: Sun Feb 03, 2013 2:51 pm
Contact:

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
Ohlmann
Long Handed Inserter
Long Handed Inserter
Posts: 68
Joined: Tue Jun 10, 2014 11:22 am
Contact:

Re: Friday Facts #112 - Better noise

Post by Ohlmann »

I love the noise stuff. I wonder what it will do on map generation :)
jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

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 ;)!
Logo
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
User avatar
Kayanor
Global Moderator
Global Moderator
Posts: 565
Joined: Sat May 10, 2014 7:20 am
Contact:

Re: Friday Facts #112 - Better noise

Post by Kayanor »

Fallout 4?
I don't even care about this game. :P
Former moderator
sillyfly
Smart Inserter
Smart Inserter
Posts: 1101
Joined: Sun May 04, 2014 11:29 am
Contact:

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:
jpveix
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri Nov 13, 2015 5:21 pm
Contact:

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
User avatar
Smarty
Global Moderator
Global Moderator
Posts: 816
Joined: Sat Oct 04, 2014 5:00 pm
Contact:

Re: Friday Facts #112 - Better noise

Post by Smarty »

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













;)
User avatar
Smarty
Global Moderator
Global Moderator
Posts: 816
Joined: Sat Oct 04, 2014 5:00 pm
Contact:

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) ;)
User avatar
DasMonzta
Burner Inserter
Burner Inserter
Posts: 17
Joined: Wed Jun 04, 2014 10:43 am
Contact:

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?
Jonathan88
Fast Inserter
Fast Inserter
Posts: 180
Joined: Tue Jan 20, 2015 7:49 pm
Contact:

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
ccik
Inserter
Inserter
Posts: 39
Joined: Sun Mar 16, 2014 11:46 am
Contact:

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.)
sillyfly
Smart Inserter
Smart Inserter
Posts: 1101
Joined: Sun May 04, 2014 11:29 am
Contact:

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!
kinnom
Filter Inserter
Filter Inserter
Posts: 706
Joined: Fri Dec 26, 2014 4:20 pm
Contact:

Re: Friday Facts #112 - Better noise

Post by kinnom »

new noise? noice!
no yes yes no yes no yes yes
SpeedDaemon
Fast Inserter
Fast Inserter
Posts: 124
Joined: Fri May 22, 2015 3:31 pm
Contact:

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?)
roy7
Filter Inserter
Filter Inserter
Posts: 341
Joined: Fri Dec 12, 2014 4:24 pm
Contact:

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. :)
User avatar
SomeDuder
Inserter
Inserter
Posts: 37
Joined: Wed Feb 25, 2015 9:33 am
Contact:

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!
Kayser
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Mon Aug 10, 2015 9:43 am
Contact:

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.
User avatar
TheTomCZ
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon Dec 22, 2014 10:45 am
Contact:

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! :-)
User avatar
-root
Filter Inserter
Filter Inserter
Posts: 651
Joined: Tue Jul 01, 2014 11:24 pm
Contact:

Re: Friday Facts #112 - Better noise

Post by -root »

nice. terrain gen needs some love!
mazetar
Burner Inserter
Burner Inserter
Posts: 17
Joined: Fri Jan 02, 2015 7:45 am
Contact:

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
Post Reply

Return to “News”