Search found 48 matches

by Eketek
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: 1177

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).
by Eketek
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: 1177

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...
by Eketek
Thu Jul 01, 2021 2:03 pm
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3415

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...
by Eketek
Mon Jun 14, 2021 11:14 am
Forum: General discussion
Topic: Can there ever be a full 3D rendered Factorio?
Replies: 14
Views: 2086

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 ...
by Eketek
Tue Feb 09, 2021 2:30 pm
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 50
Views: 46229

Re: Songs to Factorioize by

I like the algorithmic music from my open-source browser-based 3d puzzle game:
https://eketek.github.io/orthot/
by Eketek
Thu Feb 04, 2021 6:28 am
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 28
Views: 4247

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...
by Eketek
Mon Jan 25, 2021 2:41 am
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 28
Views: 4247

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.
by Eketek
Fri Jan 15, 2021 1:07 pm
Forum: Ideas and Suggestions
Topic: Cloning as massive UPS improvement (Factory-Streets)
Replies: 49
Views: 3230

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...
by Eketek
Tue Jan 12, 2021 11:50 pm
Forum: Ideas and Suggestions
Topic: Cloning as massive UPS improvement (Factory-Streets)
Replies: 49
Views: 3230

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...
by Eketek
Tue Jan 05, 2021 10:48 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 219
Views: 18604

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...
by Eketek
Sun Dec 27, 2020 7:50 pm
Forum: General discussion
Topic: Mods...
Replies: 11
Views: 1445

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...
by Eketek
Thu May 28, 2020 9:15 pm
Forum: Angels Mods
Topic: 1-to-N sorting of ores: Is there any hope?
Replies: 12
Views: 1902

Re: 1-to-N sorting of ores: Is there any hope?

The most fun way I can think of to balance it would be to significantly raise the efficiency of 1-N sorting and provide a set of alternate ore generators which consume manufactured products/intermediates instead of raw resources - preferably products which are predominately made of one metal but als...
by Eketek
Mon May 18, 2020 5:28 pm
Forum: Show your Creations
Topic: Train Death Prompted circuit solution :) (Level Crossing Warning Lights)
Replies: 23
Views: 3209

Re: Train Death Prompted circuit solution :) (Level Crossing Warning Lights)

Trains are really just thinly disguised biters. If you really want train-safety, wall off all of your tracks, set up gated crossing points, and wire up all of your train stops to disable the moment you enter a crossing point anywhere in your system.
by Eketek
Fri May 15, 2020 9:04 pm
Forum: Ideas and Requests For Mods
Topic: Mod idea: Caketorio. Like Factorio but recipes are food recipes.
Replies: 7
Views: 988

Re: Mod idea: Caketorio. Like Factorio but recipes are food recipes.

You got my vote but only if you can bake cupcakes. You probably don't want to belt those. 1 Dough and 1 frosting makes a dozen cupcakes. The Industry-Standard Solution is to [individually] place each cupcake into a wrapper, then load wrapped cupcakes onto trays, then load the trays into racks, then...
by Eketek
Mon May 11, 2020 9:06 pm
Forum: Ideas and Requests For Mods
Topic: Mod Idea: Train propulsion by linear induction motor
Replies: 2
Views: 372

Re: Mod Idea: Train propulsion by linear induction motor

I thought a bit more about how it can work. I think it would work reasonably well to use rail stops and train signals as anchor points for launch track. The next rail signal could be used to determine whether the train should accelerate or decelerate (green/yellow/blue -> accelerate, red -> attempt ...
by Eketek
Mon May 11, 2020 7:35 am
Forum: Ideas and Requests For Mods
Topic: Mod Idea: Train propulsion by linear induction motor
Replies: 2
Views: 372

Mod Idea: Train propulsion by linear induction motor

The general idea is to add a new type of locomotive that use rapidly accelerates or decelerates on launch tracks and passively coasts along on regular track. This would allow trains to get in and out of stations & busy junctions much more quickly, make railroads substantially more complex & ...
by Eketek
Fri May 08, 2020 4:19 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 219
Views: 18604

Re: Optimization idea: abstraction

Seems to me that the there are a few potential optimizations closely related to the topic which might be a bit more realistic for common cases: There may be performance to gain simply by identifying factory modules which are isolated from the rest of the factory and processing them separately from t...
by Eketek
Tue May 05, 2020 4:19 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 21150

Re: Request: Max number of trains for stations

It seems to me that the train-with-no-destination problem can be resolved by allowing trains to go to a depot when there are no valid/reachable stops on its schedule. Or even better: Conditional train stops, with 'next mandatory stop is disabled/unavailable' as one of the conditions which would caus...
by Eketek
Fri May 03, 2019 7:12 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 28348

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I am not opposed to breaking mods -- but I do think that it would be nice if mod-breakage could be tracked (at least on the level of mod + required dependencies), such that mods that break (either raising an exception during load or referencing a renamed vanilla entity) in a pending update (not yet ...
by Eketek
Wed May 01, 2019 6:44 am
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 2309

Re: What consumes UPS?

What is UPS unfriendly with large warehouses is that every time an inserter wants to ... insert something in a container, it has to cycle through all the slots to see it there is room in that slot for the given item. The source with a lot of details here : https://forums.factorio.com/viewtopic.php?...

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