Search found 58 matches

by Lindor
Fri Jan 02, 2026 10:41 am
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 3066

Re: Automatic Pumpjack Beacon Placement


I'd love to see how you would convey the problem to longest equations. I don't see a way to do that. The decision of whether to place a beacon is inherently discrete, and solving linear equations (at least over the real numbers) is continuous. How do you avoid the solution suggesting that you ...
by Lindor
Thu Jan 01, 2026 9:21 pm
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 3066

Re: Automatic Pumpjack Beacon Placement

I think the entire problem of finding the 'best' can be boiled down to solving a system of linear equations. This can be done in O(n^3) in worst case. So for repeatedly finding the best beacon spot until there's no more left it's O(n^4). So i think the problem isn't NP-hard.

But i'd have to ...
by Lindor
Wed Dec 31, 2025 9:18 pm
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 3066

Re: Automatic Pumpjack Beacon Placement

I've had another idea to cut computation time at the cost of accuracy: By limiting the scoring function's max recursion depth. Well it's not really recursion, it's calling the same function on another object, but you get what i mean.
Here's the result for the same configuration with a max recursion ...
by Lindor
Wed Dec 31, 2025 9:02 pm
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 3066

Re: Automatic Pumpjack Beacon Placement


Uh uh - just as i replied, i've had a new idea inspired by your algorithm.
(...)
EDIT: Actually i think it would be higher than O(n). We can't just append self to seen , we need to copy it first. Seen can't grow with every beacon, it can only grow with every new level of recursion depth.


I have ...
by Lindor
Wed Dec 31, 2025 7:10 pm
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 3066

Re: Automatic Pumpjack Beacon Placement

Yes the problem seems so simple at first, but even at the generalized one-dimensional case with arbitrarily large beacon influence areas i think it can't get better than exponential in the worst case. With small influence areas there are some tricks in the one-dimensional case that can be pulled off ...
by Lindor
Wed Dec 31, 2025 5:09 pm
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 3066

Re: Automatic Pumpjack Beacon Placement

Uh uh - just as i replied, i've had a new idea inspired by your algorithm. Pseudocode:

function self.grade(seen) {
seen.append(self);

// get the benefit value to all affected pumpjacks
pumpjacks = self.getAffectedPumpjacks();
grading = sum(array_map(pumpjacks, lambda pumpjack: pumpjack ...
by Lindor
Wed Dec 31, 2025 4:47 pm
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 3066

Re: Automatic Pumpjack Beacon Placement

I see. Well thanks for the reply!
I can see your heuristic significantly improving your aalgorithm, but i don't think that it would always find the best solution.
While my algorithm does always find the best solution, i figured that, if i did not make a mistake, time complexity would be roughly O(2 ...
by Lindor
Mon Dec 29, 2025 1:47 am
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 3066

Automatic Pumpjack Beacon Placement

Hello,
i've just had the idea to automize the most optimal beacon placement for pumpjacks.

I have written a very bad command line lua script for this as a proof of concept. The rough idea is:

create an object that can hold placed pumpjacks, placed beacons and possible beacon places (i call that ...
by Lindor
Sun Sep 24, 2023 7:06 pm
Forum: Mods
Topic: Lindors Advanced Pasting
Replies: 3
Views: 1645

Re: Lindors Advanced Pasting

Now i'm thinking about automatically moving superfluous items from chests to the player's output or trash inventory when pasting requests from a recipe.
Will probably the feature of the next version.
by Lindor
Sat Sep 23, 2023 6:37 pm
Forum: Mods
Topic: Lindors Advanced Pasting
Replies: 3
Views: 1645

Re: Lindors Advanced Pasting

v0.0.1 is released.
All features mentioned in the previous post have been implemented.
by Lindor
Sun Sep 03, 2023 4:04 am
Forum: Mods
Topic: Lindors Advanced Combat
Replies: 0
Views: 881

Lindors Advanced Combat

This is supposed to become the future homepage of the Lindors Advanced Combat mod.
OP will be updated in the future to become more descriptive.
by Lindor
Fri Sep 01, 2023 7:43 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.87] incorrect sound function
Replies: 1
Views: 1894

[1.1.87] incorrect sound function

Hey :)

"__base__/prototypes/entity/sounds.lua":
function "sounds.large_explosion(volume)" has an unused "volume" parameter.

The volume is always set to 0.55 in spite of different prototypes trying to set different volumes.

Examples from "__base__/prototypes/entity/explosions.lua ...
by Lindor
Thu Aug 31, 2023 4:13 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 2312

Re: new data:extend

Okay.
Well, since the modders are required to update their mods for any new game version, complete forwards-compatibility will never happen anyway.

It just makes me sad because i see massive wasted potential here.

If there was just one simple rule, namely that tables inside tables must be ...
by Lindor
Thu Aug 31, 2023 12:01 am
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 2312

Re: new data:extend

Honestly, data.raw is pure chaos.

Even for the same entry in the same prototype, just over multiple game versions:

Sometimes the entry is a table
Sometimes it's a table of a table
Sometimes it's a table of multiple non-uniquely-identifyable tables

For a game like factorio that is generally ...
by Lindor
Wed Aug 30, 2023 11:08 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 2312

Re: new data:extend

Or, another idea for a good paradigm would be that every table without a "type" or "name" identifier always has a unique key. Like every graphics table with the key "head" cannot contain other tables. Therefore, if a table does not contain a "type" or "name" property, we always know that we want an ...
by Lindor
Wed Aug 30, 2023 10:55 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 2312

Re: new data:extend

And there's one unsolvable problem:

Sometimes we want to insert a value into a table without a type or name identifier. But such tables cannot be uniquely identified other than by the key, but the key is arbitrary and can always change in the future.

Example:
data.raw:

{
type = "beam",
name ...
by Lindor
Wed Aug 30, 2023 10:25 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 2312

Re: new data:extend

Spotted a small mistake in the code above. Only applies if you're setting up a completely new prototype instead of altering an existing one. I'll still leave it here so you can learn from my mistake. Here's the fixed code:


--set up function names to be local and allow for recursion
local copy ...
by Lindor
Wed Aug 30, 2023 6:01 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Request] Lategame Logistics Solution
Replies: 0
Views: 749

[Mod Request] Lategame Logistics Solution

Hello :)
I have just posted a Vanilla suggestion, but since it's also kinda a mod request, i want to post it here as well:

https://forums.factorio.com/viewtopic.php?f=6&p=589635#p589635

I'm trying my best to come up with a mod myself, but my time is very limited atm and i'd love if anyone would ...
by Lindor
Wed Aug 30, 2023 5:53 pm
Forum: Ideas and Suggestions
Topic: Lategame Logistics Solution
Replies: 0
Views: 1386

Lategame Logistics Solution

Hello :)
First of all, i'd be happy for all mods provided, i just couldn't find any non-cheaty mods which solve this yet. Also feel free to interpret this as a mod request, i'd just also like to have it in Vanilla.

What i want is a lategame logistics solution which is scalable, isn't cheaty and ...
by Lindor
Wed Aug 30, 2023 2:01 am
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 2312

Re: new data:extend

Turns out that the code i have written was absolutely terrible. But i came up with a solution:


--very fast deepcopy of any non-recursive lua object without metatable support
local copy
do copy = function(obj)
if type(obj) ~= "table" then
do return obj end
else
local result = {}
for k, v in ...

Go to advanced search