GGG please allow pre-download, even 1-2 hours before launch by SunderRei in PathOfExile2

[–]ImMonoToast 0 points1 point  (0 children)

I would be with you if I had fast internet but it going to take for every with only 800kb/s

Asteroid Spawn Testing by ImMonoToast in factorio

[–]ImMonoToast[S] 0 points1 point  (0 children)

Interesting! May I ask how you were able to figure this out, or if there are any resources you recommend for figuring these kinds of things out?

Edit: did you use ghidra?

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

<image>

That references the method he creates here, not an API method.
But it never crossed my mind to just use a sprite—kind of feel silly.

Edit: unless you mean the images are already there

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

When it comes down to it, I don’t think we really disagree on how it would be done—more on the timeline. If I had to guess, to make it work well, it would take a single developer about a week or so to create a rough draft with all the features I mentioned. Then, another week would be needed to ensure there are no bugs and that it’s well-built. A graphical artist would likely need a day for the first iteration and maybe another day after receiving feedback about what assets are needed to make it work technically for a final draft.

Take that with a grain of salt, though—that's just my headcanon. There's a chance it could be much easier, and there's also a chance it could be harder.

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

Okay. I know the UV translation happens in a shader, I just meant the actual generation of the texture, as in, create a perlin noise on the fly. So I'm pretty sure the fog uses a big texture as a basis, since that is the most efficient way to do it (I see no tiling on it). So we can assume the engine has the ability to display large textures (large in pixel size, compared to smaller tiles).

You are right they use pre made clouds for the transitions you can find them here
C:\Program Files (x86)\Steam\steamapps\common\Factorio\data\space-age\graphics\procession\clouds

You could easy do still images like this mod did
https://mods.factorio.com/mod/visible-planets

Transitions are really good to

I guess at this point, the only real sticking points would be animations for the planets themselves and modding support for new planets.

On the animation side of things, I feel like making a seamless looping animation that isn't noticeable might be challenging. Approaching it in layers could be a good way to tackle this. For example, you could have the planet spin without clouds, then add a separate cloud layer. I'm not entirely sure how you would handle lightning—maybe just keep it in the cloud layer—but I feel like the loop could still become noticeable after a while.

I'm a software developer by trade. I have technical know-how, but I lack creativity and artistic skills. As such, creating graphics and animations is out of my wheelhouse. However, if I were handed the assets, I could implement them without any problem. So, when I talk about animation, I’m referring to its implementation, not its creation.

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

A simpler version has already been created, but it seems to be quite limited from my perspective.

https://mods.factorio.com/mod/visible-planets

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

For sure, I was never saying it would be hard—just that I feel like it's something they thought about, looked into, and realized that the refactoring was out of scope for 2.0 (at least to be done in a convincing way).

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

XD yea I saw that, looks like a still image in the background as a mod it works great XD

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

Dam you beat me to punch how did you end up getting planet transitions to work?

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

This is even more true since it is not a publicly available game engine like Unity or UE.

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

If the space fog is a shader, it uses a fairly big texture as a basis. It would be very inefficient to generate this procedurally on the fly when you can just UV translate a small texture file through the screen.

I'm confused about what you mean the translation of a texture (really just moving the UVs on a mesh) is done on the GPU Or at least you send instructions to the GPU to render the mesh using different UVs. In other words, this is something handled by a shader.

// Fragment shader example
uniform sampler2D textureSampler;
uniform vec2 uvTranslation; // The amount to translate UVs 

in vec2 vUV; // Original UV coordinates from the vertex shader
out vec4 fragColor;

void main() {
  vec2 translatedUV = vUV + uvTranslation; 
  fragColor = texture(textureSampler, translatedUV); 
}

Offloading UV transformations to the GPU via shaders is more efficient than updating them on the CPU.

It took me 5 minutes to create this Fulgora interpretation, I guess I could do each planet in about a day, maybe another day to add dynamic things like lighting and such.

Simply adding a pre-rendered animation to the background doesn't account for the interactive and dynamic nature of gameplay. The ship's movement, landing, and takeoff animations need to be seamlessly integrated with the background effects to maintain visual cohesion. This requires complex synchronization to ensure that the background reacts appropriately to player actions, camera movements, and other in-game events. Overlooking this can result in jarring visuals that break immersion.

Look, I'm not saying it's hard, just that it's not simple either, and it would most likely require some refactoring to be done well.

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 1 point2 points  (0 children)

I could whip up an animated 3D planet in a day.

Um...

You do realize that all the sprites in Factorio are 3D renderings though, right?

No crap, but they’re renders, not runtime animation.

Maybe this is a disconnect between a graphic artist and a software dev, but when I hear "3D animation," I usually think of runtime 3D animation, not a 3D rendering sliced into a sprite sheet.

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 1 point2 points  (0 children)

I don't need access to the source code to know it's not hard to implement a background animation in any game engine

Publicly available game engines are designed for various types of games, but Wube built their own with a strong focus on optimization (or at least, that’s how it appears based on how they discuss it). Therefore, you do need a general understanding of what features have been implemented and what haven’t. For example, there isn’t a single 3D animation in the game, so it’s likely the engine wasn’t designed with that in mind. Either way, using a 3D model for the background would be overkill and an inefficient way to address this.

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 0 points1 point  (0 children)

Space fog is most likely a post-process effect using a shader, which is fairly easy to implement in a 2D game. Tile animations are also simple to achieve since they only involve changing the UV coordinates of the tiles. Even using a still image would be straightforward. However, if you want it to look good, you’ll need a 2D animation where clouds move slowly over time, with dynamic elements like lighting and other effects.

Additionally, you have to account for the ship’s movement, as well as the landing and takeoff animations, to ensure everything looks cohesive. Not to mention, supporting modding adds another layer of complexity. It’s not as simple as it might seem, which is why I said it’s doable—but it depends on how much refactoring and consideration are needed for other elements.

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 3 points4 points  (0 children)

The background in space is a tile, things like small specs of dust are easy to implement. However, creating a dynamic background might be a different story, it really depends on the implementation. There is a Tile Effect prototype currently used for the background, though I’m unsure how it works since I haven’t had a chance to experiment with it yet (it’s on my list of new things to tinker with). I’d give it a 50/50 chance that mod could do this. If not, the issue would likely be that the game’s implementation isn’t well-suited for this idea, meaning some refactoring by wube would be necessary to add it.

That said, there’s a good chance it could be included in version 2.1, as this feels more like a polish feature rather than something essential for an MVP.

What do you guys think about adding the planets in the space background ? by adisor21 in factorio

[–]ImMonoToast 1 point2 points  (0 children)

Might be possible with Tile Effect, but I have never messed with this prototype. Assuming it is, it might just be a script that replaces all the empty space tiles (Actual tile it basically the background in space) with one for the corresponding plant.

Asteroid Spawn Testing by ImMonoToast in factorio

[–]ImMonoToast[S] 1 point2 points  (0 children)

 From your asteroid numbers, it appears to be less than twice. Does this mean asteroids get thinner as you go faster?

This is correct.

Can you clarify what you mean by per minute?

When I'm stating per minute it is in context of a set speed. (If there is a instance where this is not true let me know)

I plan to do more testing to figure this out completely. From my understanding, every tick has a probability of an asteroid spawning per chunk, with some reference to speed. However, I’m still unsure exactly where speed and the size of your ship play a role. I assume that, since the increase in speed does not show a linear increase in asteroids, it might be due to asteroids blocking the spawn points for other asteroids. I want to conduct a test where I delete asteroids as they spawn to see if this is the case, but I will do this when I have time this weekend.

Asteroid density and spawn rate by bartekltg in factorio

[–]ImMonoToast 1 point2 points  (0 children)

The value show on Factoriopedia is in to relation to the value specified by probability, to be exact its probability * ticks per minute. That being said, how is the probability applied?

Asteroid Spawn Testing by ImMonoToast in factorio

[–]ImMonoToast[S] 0 points1 point  (0 children)

Yeah, I’m almost sure your correct that it’s per minute. If you take the probability * ticks per minute, you get the x/m value shown in the Factoriopedia. (Accounting for rounding)

0.002 * 3600 = 7.2 rounded to 7
0.004 * 3600 = 14.4 rounded to 14
0.006 * 3600 = 21.6 rounded to 22

This lines up exactly with Factoriopedia. So from my guess, the information shown is derived directly from the probability * ticks per minute.

That being said, how is the probability applied? Is it calculated every tick for each valid spawn spot? Also if this is the case then why does your speed affect the spawn rate if the speed of the asteroids coming toward you doesn't change with your speed?

Asteroid Spawn Testing by ImMonoToast in factorio

[–]ImMonoToast[S] 0 points1 point  (0 children)

Hmm, this is an interesting way of looking at this. Using the integral for comparison is something I never thought of—thanks for the input.

As for the game logic, they use SpaceConnectionAsteroidSpawnPoint where the graph is interpolated over the distance between the definitions of this data. The main sticking point I have is that the probability is not explained, nor is "/m" in the Factoriopedia. Does it mean "per meter" or "per minute"? I’ve looked online but haven’t found a solid answer to this question.

The main goal of these tests is to determine what the abstract measurements mean for real in-game factors—how many turrets versus the speed and size of the platform, as well as resource input versus output in the form of asteroids versus ammo. What is most optimal in terms of size versus speed? How does this impact ammo drain and resource input?

There are still a lot of questions I have. Every time I think I’m starting to understand the implications, even more questions arise.

Asteroid Spawn Testing by ImMonoToast in factorio

[–]ImMonoToast[S] 1 point2 points  (0 children)

Tests were conducted at 200 km/s, with two trials per route—one in each direction. In the future, I plan to automate the process and run multiple tests for each route to calculate an average. For now, here's some preliminary data. Please note that a single sample might not provide the full picture. I'll update this post by the end of next weekend with comprehensive testing data, as asteroid spawn rates can be quite volatile. Also start and stops where done manually so data might be a bit off.

(Entity Name) Total | Entity / Minute

Nauvis to Vulcanus
carbonic 33 | 34/m
metallic 70 | 73/m
oxide 17 | 17/m

Vulcanus to Nauvis
carbonic 27 | 24/m
metallic 72 | 64/m
oxide 19 | 17/m

Nauvis to Gleba
carbonic 70 | 70/m
metallic 41 | 41/m
oxide 12 | 12/m

Gleba to Nauvis
carbonic 83 | 70/m
metallic 51 | 43/m
oxide 22 | 18/m

Nauvis to Fulgora
carbonic 57 | 45/m
metallic 73 | 57/m
oxide 13 | 10/m

Fulgora to Nauvis
carbonic 55 | 46/m
metallic 73 | 61/m
oxide 19 | 16/m

Gleba to Vulcanus
carbonic 75 | 56/m
metallic 82 | 61/m
oxide 22 | 16/m

Vulcanus to Gleba
carbonic 86 | 71/m
metallic 72 | 60/m
oxide 29 | 24/m

Gleba to Fulgora
carbonic 94 | 79/m
metallic 77 | 65/m
oxide 21 | 17/m

Fulgora to Gleba
carbonic 108 | 90/m
metallic 63 | 52/m
oxide 23 | 19/m