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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Wed Apr 02, 2014 11:44 am
by SilverWarior
kovarex wrote:e39a562r wrote:Factorio 0.x
- female player
- nude female player

This would make the sales go 200% up

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
Posted: Wed Apr 02, 2014 12:47 pm
by rk84
SilverWarior wrote:kovarex wrote:e39a562r wrote:Factorio 0.x
- female player
- nude female player

This would make the sales go 200% up

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.

high resolution adds will help the imaginationally challenged people

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Wed Apr 02, 2014 5:31 pm
by Zourin
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.
Re: Factorio Roadmap
Posted: Fri Apr 04, 2014 12:49 pm
by Zeeth_Kyrah
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.
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.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Fri Apr 04, 2014 2:36 pm
by slpwnd
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.
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.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Sat Apr 05, 2014 7:55 am
by MaxStrategy
You guys are so organized! I can't wait for multiplayer

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Mon Apr 07, 2014 12:56 pm
by saykhia
slpwnd wrote:
Factorio 0.12
- Working Multiplayer.
- Oil extension (boiler for oil, oil wagon).
- Fight revisit (balancing, tank, more enemies variety, ...)
- Proper tech tree.
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.
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?
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Tue Apr 08, 2014 12:46 am
by Zeeth_Kyrah
saykhia wrote:slpwnd wrote:
Factorio 0.12
- Working Multiplayer.
- Oil extension (boiler for oil, oil wagon).
- Fight revisit (balancing, tank, more enemies variety, ...)
- Proper tech tree.
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.
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?
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.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Sat May 03, 2014 2:20 pm
by Drury
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
Posted: Sat May 03, 2014 6:26 pm
by ssilk
Well, I won't decide that myself.
For the other moderators:
https://www.phpbb.com/support/documenta ... tools_type
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Sat May 03, 2014 7:12 pm
by FreeER
Drury wrote:I feel like this thread could use being a global sticky.
That sounds like a decent idea

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Wed May 07, 2014 6:29 pm
by LoSboccacc
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.

I grow up in the nineties and I have a jpeg fetish now /cit
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Fri May 16, 2014 11:08 am
by GotLag
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.

Indeed, which is why that Minecraft game failed to attract enough customers and was abandoned.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Fri May 16, 2014 11:51 am
by Drury
Well if anything the character model should be remade to match with the rest of the game.
Just for consistency.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Sat May 17, 2014 12:55 pm
by Garwan50
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.)
I don't get it. Replays are respawn features ? Or something to go back in time, or speed up it ?
Thanks
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Sat May 17, 2014 10:19 pm
by ssilk
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.
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Sun May 18, 2014 9:18 am
by DrNoid
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
Posted: Mon May 19, 2014 8:39 pm
by Garwan50
Thanks for this clarification
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Tue May 20, 2014 7:57 am
by generalmek
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
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Posted: Tue May 20, 2014 8:49 am
by DrNoid
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.