Search found 58 matches
- 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 ...
- 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 ...
But i'd have to ...
- 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 ...
Here's the result for the same configuration with a max recursion ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
Will probably the feature of the next version.
- 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.
All features mentioned in the previous post have been implemented.
- 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.
OP will be updated in the future to become more descriptive.
- 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 ...
"__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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
--set up function names to be local and allow for recursion
local copy ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
--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 ...