Search found 57 matches
- Sat Apr 20, 2024 5:11 am
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 49
- Views: 6626
Re: Friday Facts #407 - Automating a soundtrack
You should probably consider using a synthesizer & sequencer for procedural music.
- Fri Sep 01, 2023 1:19 am
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 35
- Views: 9769
Re: Should Construction Robots Prioritze Storage Chests ?
My solution is to place virtually all bot-based logistics in a small logistics zone, use a mod ( Construction Probe ) to obtain construction events and convert them into localized circuit-network signals, and a pile of combinators to use said signals to direct logistic bots at to load construction m...
- Fri Feb 03, 2023 7:18 pm
- Forum: Ideas and Requests For Mods
- Topic: Chemical Engineering Mods
- Replies: 1
- Views: 783
Re: Chemical Engineering Mods
I thought about this a while back, but didn't really want to make it (partly due to having only an introductory understanding of chemistry, and partly due to it being a lot of work). A chemical reactor should accept arbitrary ingredients (any item or fluid, though it may be sensible to exclude finis...
- Sat Jan 28, 2023 12:46 am
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 10327
Re: Factorio confessions
Sometimes, particularly while riding a train without first preparing for the task at hand, I'll use an immediate solution for an immediate problem:
- Wed Jan 25, 2023 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Automatically split rail blocks when rails are too close together to insert signals
- Replies: 8
- Views: 1301
Re: Automatically split rail blocks when rails are too close together to insert signals
Another option might be use a more permissive system for rail signal placement - switch from a colliding entity occupying a 1x1 tile adjacent to a track to a non-colliding entity anchored to the track, and allow them to be freely attached to any rail segment that does not join or intersect another r...
- Tue Jan 17, 2023 12:02 am
- Forum: Mods
- Topic: [MOD 1.1] Construction Probes
- Replies: 1
- Views: 1530
Re: [MOD 1.1] Construction Probes
I decided to follow-up a bit on this mod a bit. I now have a practical build that uses the mod to automate the requesting and delivery of construction materials to an outpost (maybe the qualifier expressing a combinator proficiency requirement can be toned down a bit). The build consists of two comp...
- Mon Oct 17, 2022 2:33 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 153
- Views: 54725
Re: ARM architecture
The infrastructure needed to support releases on ARM would also be useful for managing micro-architecture builds (compiler option "-march=<whatever>"), which supposedly should improve performance on many systems.
- Tue Sep 20, 2022 7:20 pm
- Forum: General discussion
- Topic: Defending your base is just to easy!
- Replies: 123
- Views: 35908
Re: Defending your base is just to easy!
I do occasionally have a specific opinion on Factorio balancing. I don't have much motivation to do anything about it, but on the off chance that anyone wants to run with the idea, here it is: If it where up to me to rebalance, the game would start peaceful and without any biters. The early challeng...
- Sun Feb 20, 2022 12:35 am
- Forum: Mods
- Topic: [MOD 1.1] Construction Probes
- Replies: 1
- Views: 1530
[MOD 1.1] Construction Probes
Construction Probes [/size] Type: Mod Description: Scan new constructions within and around a logistics network to assist in automated delivery of construction materials. Proficiency in the use of combinators for mixed shipments is recommended. Or a good set of blueprints. License: MIT license Vers...
- Wed Jul 07, 2021 4:29 pm
- Forum: General discussion
- Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
- Replies: 13
- Views: 6241
Re: The Factorio Programming Language/Compiler (split off from We need more control over bots)
If you want something which compiles to an arrangement of combinators, then Verilog would be a reasonable starting point (because combinators are much more like digital circuits than like conventional computer software).
- Sat Jul 03, 2021 2:55 pm
- Forum: General discussion
- Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
- Replies: 13
- Views: 6241
The Factorio Programming Language/Compiler (split off from We need more control over bots)
this thread is split from https://forums.factorio.com/viewtopic.php?f=5&t=99001 We need more control over bots You need to carefully read the first 4-5 articles where the idea, that combinators / circuit network is indeed a programming language is developed. β ssilk The easiest solution would b...
- Thu Jul 01, 2021 2:03 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 11879
Re: We need more control over bots
What do you think happens to all the current performance optimizations and your UPS in general if a turing complete ruleset was executed before any bot action? The easiest solution would be two types of bots. Current bots as basic bots and then high tech-bots with sophisticated and preferable progr...
- Mon Jun 14, 2021 11:14 am
- Forum: General discussion
- Topic: Can there ever be a full 3D rendered Factorio?
- Replies: 14
- Views: 9777
Re: Can there ever be a full 3D rendered Factorio?
In my estimation, significant improvements can be made without a major rework to the assets and without requiring a lot of system resources (aside from extra video ram) - instead of baking everything in during pre-rendering, consider putting geometry & material properties into a set of textures ...
- Tue Feb 09, 2021 2:30 pm
- Forum: Off topic
- Topic: Songs to Factorioize by
- Replies: 62
- Views: 97796
Re: Songs to Factorioize by
I like the algorithmic music from my open-source browser-based 3d puzzle game:
https://eketek.github.io/orthot/
https://eketek.github.io/orthot/
- Thu Feb 04, 2021 6:28 am
- Forum: General discussion
- Topic: The thing that bothers me since game start
- Replies: 28
- Views: 9739
Re: The thing that bothers me since game start
What bothers me is the absurd difficulty of setting up nuclear reactors. It ought to be as easy as cake - Drop load of high-enriched uranium into a chest with a tank of water next to it, then walk away and think no more about it. Just like it would work in real life. But... that's not the way it wo...
- Mon Jan 25, 2021 2:41 am
- Forum: General discussion
- Topic: The thing that bothers me since game start
- Replies: 28
- Views: 9739
Re: The thing that bothers me since game start
What bothers me is the absurd difficulty of setting up nuclear reactors. It ought to be as easy as cake - Drop load of high-enriched uranium into a chest with a tank of water next to it, then walk away and think no more about it. Just like it would work in real life.
- Fri Jan 15, 2021 1:07 pm
- Forum: Ideas and Suggestions
- Topic: Cloning as massive UPS improvement (Factory-Streets)
- Replies: 49
- Views: 10653
Re: Cloning as massive UPS improvement (Factory-Streets)
I would also like to know what problem this would solve. Basically the idea is that a *script would monitor the inputs and outputs of all child blocks, and it would run the parent block while all inputs have material available and all outputs have open space, and pause it at all other times. The pa...
- Tue Jan 12, 2021 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Cloning as massive UPS improvement (Factory-Streets)
- Replies: 49
- Views: 10653
Re: Cloning as massive UPS improvement (Factory-Streets)
I think a decent way to support this would be to allow simulation ticks to be processed per-surface, independly of other surfaces, and managed through the modding interface. ( think ScriptManagedSurface.tick() ) Optionally include the ability for mods to determine what gets updated during a tick (ma...
- Tue Jan 05, 2021 10:48 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 60496
Re: Optimization idea: abstraction
I have an idea for a mechanism which could feasibly be used to make parts of the factory virtualizeable. Also seems like it would fit into the game reasonably well and has additional uses in general gameplay. Concept: Synchronized Factory Blocks A synchronized factory block would be an arbitrary col...
- Sun Dec 27, 2020 7:50 pm
- Forum: General discussion
- Topic: Mods...
- Replies: 11
- Views: 3879
Re: Mods...
When I consider the question, I come up with a simple solution and a complex solution. The simple solution is to set up an updater/launcher/configuration program which maintains multiple versions of Factorio (and which would load and run whichever version is requested by the mods/modpack). The compl...