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Friday Facts #343 - Environmental particle effects
Since the particle optimization we did for 0.18 (FFF-322) and the introduction of new explosions (FFF-325), we were able to push our vision even more. It always bothered me that the grenade and other explosions would emit the same type of particles regardless of the context. In most cases it isn't that bad, and somewhat okay, but when you throw a grenade into water, it will still emit stone particles, which breaks the illusion. Another problem is that we have the nice decoratives on the ground, but they don't really 'interact' with anything that goes on, and can feel like fake flat stickers instead of something 'real'. You would expect that when there is a massive explosion 2ft away, the bushes might have some reaction to that. https://cdn.factorio.com/assets/img/blog/fff-343-grenade-old.mp4 The explosion effect currently in 0.18
One thing we wanted was some way for tiles to respond to the explosions in different ways. The way Posila decided to add this capability, is through the 'Invoke tile effect trigger'. Tiles can define an effect that happens, and the explosion will tell the tile to create that action. After the implementation of this feature, it was smooth sailing from there. I was able to design the explosions like I wanted them, to be emitting specific particles based on their tiles. For example besides the visual improvement of the stone emissions in water, I was able to make the hazard concrete emit dark grey and yellow particles. https://cdn.factorio.com/assets/img/blog/fff-343-mosaic.mp4 We kept in mind that people might want to tint all the new particles for mods, so we kept everything as tint-able as possible. So a modder can just use our particle definitions and tweak the tints, for instance, if they want to add purple terrain. It's worth mentioning that the same goes for almost all the new particles (metal/stone/vegetation/blood/glass etc). Using the same sprites with different tints also helps us save some VRAM, as the game applies the tint during the render phase.
Posila also added the engine changes required to remove decoratives on impact, and for the decoratives themselves to create some particles on their destruction. This makes it feel much better when you see the explosion, because you see the decoratives reacting as if they were real, and it does not break the immersion in the game. It also helps to make the explosions feel a bit more powerful, at least powerful enough to blow over a bush. https://cdn.factorio.com/assets/img/blog/fff-343-grenade-new.mp4 The new grenade explosion, showing the new tile effect and decorative effects. The reactions are also based on the individual decoratives. So each individual decorative will emit a different set of particles, bushes will emit grassy vegetation particles, stones will emit stone particles, etc. We also use the same tinting system here, so a brown bush and green bush will have the same particle sprites, just tinted accordingly. There is of course the nice benefit of this to a lot of players, now that grenades can clear the decoratives, you can do some explosive cleaning of your precious prestine factory floors. https://cdn.factorio.com/assets/img/blog/fff-343-clearing-decoratives.mp4 A player clearing decoratives off their precious pathway
Bilka has spent quite some time in the last month working on a new 'mod' for the game. Well its more of a mod that allows the removal of the 'Base' mod. It has always been technically possible to run Factorio without the Base mod enabled, but anytime you would try you'd be hit by a bunch of missing prototype messages. Basically the game needs to have some minimum amount of prototypes defined to be able to launch properly. So Bilka's work will act as a foundation for other mods to build on, to help modders make true 'total conversion' mods, or just have fun with the raw Factorio engine. Of course enabling this mod and starting the game isn't very fun on its own.
Factorio, but there is no content For more details, please check out the detailed forum post by Bilka, and you can find the project repository here.
[ 2020-04-17 15:11:43 CET ] [ Original post ]
Read this post on our website.
Environmental particle effects (Dom)
Since the particle optimization we did for 0.18 (FFF-322) and the introduction of new explosions (FFF-325), we were able to push our vision even more. It always bothered me that the grenade and other explosions would emit the same type of particles regardless of the context. In most cases it isn't that bad, and somewhat okay, but when you throw a grenade into water, it will still emit stone particles, which breaks the illusion. Another problem is that we have the nice decoratives on the ground, but they don't really 'interact' with anything that goes on, and can feel like fake flat stickers instead of something 'real'. You would expect that when there is a massive explosion 2ft away, the bushes might have some reaction to that. https://cdn.factorio.com/assets/img/blog/fff-343-grenade-old.mp4 The explosion effect currently in 0.18
Specific tile effects
One thing we wanted was some way for tiles to respond to the explosions in different ways. The way Posila decided to add this capability, is through the 'Invoke tile effect trigger'. Tiles can define an effect that happens, and the explosion will tell the tile to create that action. After the implementation of this feature, it was smooth sailing from there. I was able to design the explosions like I wanted them, to be emitting specific particles based on their tiles. For example besides the visual improvement of the stone emissions in water, I was able to make the hazard concrete emit dark grey and yellow particles. https://cdn.factorio.com/assets/img/blog/fff-343-mosaic.mp4 We kept in mind that people might want to tint all the new particles for mods, so we kept everything as tint-able as possible. So a modder can just use our particle definitions and tweak the tints, for instance, if they want to add purple terrain. It's worth mentioning that the same goes for almost all the new particles (metal/stone/vegetation/blood/glass etc). Using the same sprites with different tints also helps us save some VRAM, as the game applies the tint during the render phase.
Decoratives
Posila also added the engine changes required to remove decoratives on impact, and for the decoratives themselves to create some particles on their destruction. This makes it feel much better when you see the explosion, because you see the decoratives reacting as if they were real, and it does not break the immersion in the game. It also helps to make the explosions feel a bit more powerful, at least powerful enough to blow over a bush. https://cdn.factorio.com/assets/img/blog/fff-343-grenade-new.mp4 The new grenade explosion, showing the new tile effect and decorative effects. The reactions are also based on the individual decoratives. So each individual decorative will emit a different set of particles, bushes will emit grassy vegetation particles, stones will emit stone particles, etc. We also use the same tinting system here, so a brown bush and green bush will have the same particle sprites, just tinted accordingly. There is of course the nice benefit of this to a lot of players, now that grenades can clear the decoratives, you can do some explosive cleaning of your precious prestine factory floors. https://cdn.factorio.com/assets/img/blog/fff-343-clearing-decoratives.mp4 A player clearing decoratives off their precious pathway
Minimal 'No base mod' (Klonan)
Bilka has spent quite some time in the last month working on a new 'mod' for the game. Well its more of a mod that allows the removal of the 'Base' mod. It has always been technically possible to run Factorio without the Base mod enabled, but anytime you would try you'd be hit by a bunch of missing prototype messages. Basically the game needs to have some minimum amount of prototypes defined to be able to launch properly. So Bilka's work will act as a foundation for other mods to build on, to help modders make true 'total conversion' mods, or just have fun with the raw Factorio engine. Of course enabling this mod and starting the game isn't very fun on its own.
Factorio, but there is no content For more details, please check out the detailed forum post by Bilka, and you can find the project repository here.
[ 2020-04-17 15:11:43 CET ] [ Original post ]
Factorio
Wube Software LTD.
Developer
Wube Software LTD.
Publisher
2020-08-14
Release
Game News Posts:
506
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(164072 reviews)
The Game includes VR Support
Public Linux Depots:
- Factorio Linux64 [306.86 M]
- Factorio Linux32 [300.1 M]
Available DLCs:
- Factorio: Space Age
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
What people say about Factorio
- No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
- I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
- Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
MINIMAL SETUP
- OS: Linux (tarball installation)
- Processor: Dual core 3Ghz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 core. DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260. Radeon HD 4850 or Intel HD Graphics 5500
- Storage: 3 GB available space
- OS: Linux (tarball installation)
- Processor: Quad core 3GHz+Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 4.3 core. DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti. Radeon R7 360
- Storage: 3 GB available space
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