Search found 22 matches
- Mon Jan 05, 2026 10:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2797
Re: Automatic Pumpjack Beacon Placement
The "correct" greedy approach with an unlimited number of iterations is extremely slow.
The "intermediate" greedy approach with a limited number of iterations is a balance between speed and accuracy.
The "lazy" greedy approach where we ignore beacon blockage is extremely fast and inaccurate.
Ah ...
- Mon Jan 05, 2026 8:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2797
Re: Automatic Pumpjack Beacon Placement
I think you're underestimating the calculation intensity of the greedy approach. The binary tree approach is both faster and more reliable since it has been proven that it always finds the best solution. And it's also better in memory complexity.
I am not sure what to make of that. I thought you ...
I am not sure what to make of that. I thought you ...
- Mon Jan 05, 2026 2:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2797
Re: Automatic Pumpjack Beacon Placement
On the other hand, it is not a great player experience to have to think of a good threshold for each different fluid. It would be nice if there were a simple metric we could use which was independent of the fluid being pumped.
And of course there's the extra complication of the pumpjacks on ...
- Mon Jan 05, 2026 1:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2797
Re: Automatic Pumpjack Beacon Placement
To clarify where my thinking is coming from;
At this point I'm still curious what you consider to be "most optimal". And I am trying to already bring in some "it depends on the player, the planet, and the phase of the game" nuances.
If you want this for a mod (or added to an existing one ...
At this point I'm still curious what you consider to be "most optimal". And I am trying to already bring in some "it depends on the player, the planet, and the phase of the game" nuances.
If you want this for a mod (or added to an existing one ...
- Mon Jan 05, 2026 12:43 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2797
Re: Automatic Pumpjack Beacon Placement
Thanks for the elaborate reply. It's been helpful; and I do think I understand (most of) it. I will have to read it a couple more times to be sure.
After 1600 hours of playing I'm still a rookie, as it would seem. Only now after your explainer have I learned that not all oil wells in a field are ...
After 1600 hours of playing I'm still a rookie, as it would seem. Only now after your explainer have I learned that not all oil wells in a field are ...
- Sat Jan 03, 2026 9:35 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2797
Re: Automatic Pumpjack Beacon Placement
I don't think it does? I don't see how. Speed is speed, regardless how dry the well is at any point. It scales linearly, no?Lindor wrote: Sat Jan 03, 2026 8:27 pm Actually i'm not even sure wether the difference would even affect the layout.
- Sat Jan 03, 2026 9:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2797
Re: Automatic Pumpjack Beacon Placement
In an actual mod, it would probably be maximum oil per second.
Yes, I read that in earlier posts. But max oil doesn't change between 1 beacon affecting 3 pumps, or 3 beacons affecting 3 pumps (1 pump each), no? It's the same amount of oil. Or do you mean something else with it?
So what remains ...
Yes, I read that in earlier posts. But max oil doesn't change between 1 beacon affecting 3 pumps, or 3 beacons affecting 3 pumps (1 pump each), no? It's the same amount of oil. Or do you mean something else with it?
So what remains ...
- Sat Jan 03, 2026 12:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2797
Re: Automatic Pumpjack Beacon Placement
Just curious, what counts as "most efficient" layout?
Is the goal a few as possible beacons, or is the goal maximum beacons per pump? Or a sweet spot somewhere in the middle?
Is the goal a few as possible beacons, or is the goal maximum beacons per pump? Or a sweet spot somewhere in the middle?
- Tue Nov 26, 2024 11:30 am
- Forum: Modding interface requests
- Topic: Expose default cover tile for packed ice
- Replies: 1
- Views: 708
Re: Expose default cover tile for packed ice
It seems surface.can_place_entity is also affected by this mechanic.
When you're new to Aquilo this function will return false on ammonia and ice. I guess that makes sense. Hoever, it does mean P.U.M.P. just refuses to work until you put down a couple of tiles. This can be (and has already been) a ...
When you're new to Aquilo this function will return false on ammonia and ice. I guess that makes sense. Hoever, it does mean P.U.M.P. just refuses to work until you put down a couple of tiles. This can be (and has already been) a ...
- Sat Nov 23, 2024 1:26 pm
- Forum: Modding interface requests
- Topic: Expose default cover tile for packed ice
- Replies: 1
- Views: 708
Expose default cover tile for packed ice
Hello,
For my mod P.U.M.P. I place pump- and pipe ghosts on liquid resources. I also place landfill, packed ice, or foundation using the default-cover-tile exposed in the API for the tiles that need it.
However, there doesn't appear to be a way find which tile to use to cover meltable tiles. I ...
For my mod P.U.M.P. I place pump- and pipe ghosts on liquid resources. I also place landfill, packed ice, or foundation using the default-cover-tile exposed in the API for the tiles that need it.
However, there doesn't appear to be a way find which tile to use to cover meltable tiles. I ...
- Mon Nov 11, 2024 1:39 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 2478
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I did not encounter the issue anymore. Ever since I returned to Gleba and cleared out the frozen ones, there have not been any new frozen pentapods in the meantime.
There's more going on though, so I'll list them here, just in case it might be relevant if the bug still gets investigated ...
There's more going on though, so I'll list them here, just in case it might be relevant if the bug still gets investigated ...
- Tue Nov 05, 2024 6:35 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 2478
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I've landed on Gleba again today; and the moment I did the pentapods closest to the landing site started moving again, .. ie. attacking. The further ones didn't, but after I moved closer to them to investigate, they started moving, too.
- Mon Nov 04, 2024 10:31 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 2478
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I remotely added some turrets nearby; they got killed but didnt move at all while being shot.
- Mon Nov 04, 2024 6:17 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 2478
Re: [2.0.14] Idle or frozen Pentapods
Oh, I forgot the save. Here it is.
- Mon Nov 04, 2024 6:14 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 2478
[2.0.14] Idle or frozen Pentapods
The issue
I have a lot of Pentapods that don't do anything anymore.
They're the red streaks above the base. They seem to be remnants of thwarted attacks. As if they were separated from the group that was destroyed in the meantime?
11-04-2024, 19-03-09.png
They didnm't appear at once. They ...
I have a lot of Pentapods that don't do anything anymore.
They're the red streaks above the base. They seem to be remnants of thwarted attacks. As if they were separated from the group that was destroyed in the meantime?
11-04-2024, 19-03-09.png
They didnm't appear at once. They ...
- Fri May 24, 2024 4:17 pm
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 25007
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
The undo/redo improvements look awesome. I tend to stay away from undo-ing, as it seems flakey at times. Having insights and better covarage will surely help!
I, too (like the 3rd poster), would like this also exposed in the modding API in one way or another.
As the author of P.U.M.P. I would very ...
I, too (like the 3rd poster), would like this also exposed in the modding API in one way or another.
As the author of P.U.M.P. I would very ...
- Fri Jan 05, 2024 12:31 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 84934
Re: Friday Facts #392 - Parametrised blueprints
This looks really cool with a lot of potential. I can imagine this will be particularly handy for stations. I recognize myself like a 100% in the use-case you sketched.
I will admit I find it a bit fuzzy how those purple parameter values find their way in the blueprint if they're not available ...
I will admit I find it a bit fuzzy how those purple parameter values find their way in the blueprint if they're not available ...
- Wed Dec 06, 2023 7:34 pm
- Forum: Mod portal Discussion
- Topic: Help needed: Broken download link of latest mod version
- Replies: 3
- Views: 1496
Re: Help needed: Broken download link of latest mod version
Awesome! Thank you for the quick support 
- Wed Dec 06, 2023 6:30 pm
- Forum: Mod portal Discussion
- Topic: Help needed: Broken download link of latest mod version
- Replies: 3
- Views: 1496
Help needed: Broken download link of latest mod version
Hi!
For some reason, as of today, the link to the latest version (1.3.3) of my mod P.U.M.P. broke:
https://mods.factorio.com/mod/pump/downloads
I get redirected with a message:
403 Forbidden
Code: AccessDenied
BucketName: prod-mod-uploads
RequestId: tx00000f9dfdca0c89ffbfb-006570bcf2-2bc55ff-prg ...
For some reason, as of today, the link to the latest version (1.3.3) of my mod P.U.M.P. broke:
https://mods.factorio.com/mod/pump/downloads
I get redirected with a message:
403 Forbidden
Code: AccessDenied
BucketName: prod-mod-uploads
RequestId: tx00000f9dfdca0c89ffbfb-006570bcf2-2bc55ff-prg ...
- Fri Sep 23, 2022 4:32 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 44868
Re: Friday Facts #370 - The journey to Nintendo Switch
Oooof; another year :o
Well, not what I was hoping for; but I'll be waiting for those future FFF's. Thank you for managing expectations at least.
I totally understand a weekly update is undoable. Though I hope I can tempt you slightly more frequent news compared to last year. Maybe 2-monthly ...
Well, not what I was hoping for; but I'll be waiting for those future FFF's. Thank you for managing expectations at least.
I totally understand a weekly update is undoable. Though I hope I can tempt you slightly more frequent news compared to last year. Maybe 2-monthly ...