Long description
Gloom rewrites the brightness mechanics of Factorio, bringing mostly dark nights, and very few bright days. Over 75% of the time, the time will be twilight or night. While it is still possible to have brief periods of 100% brightness, it is fairly rare, and most of the time, the brightness will be below 50%. Night-vision and ample lights will be important. Solar panel power output will be significantly affected, so plan accordingly.
This mod is meant as a way to balance the perceived "overpowered" nature of solar panels, by making them less effective without changing their cost to produce or full power output. I suggest coal power, or lots, and lots of accumulators.
Version history
Version history Version 0.2.1:
Trends no longer repeat directly
Version 0.2.0:
Simplify mod, improve light trends
Version 0.1.0:
Initial Release
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Wed Mar 16, 2016 4:54 pm
by BlakeMW
I've been playing with Gloom. As far as I can tell from the game and reading the source, it chooses a light trend at "complete" random - I don't mean complete complete, but what I mean is that Gloom doesn't have a day night cycle AFAICT, it just has randomly changing light levels. Also it seems that along with a period of "gloom" being up to 12 minutes long, the logic can generate many periods of gloom back-to-back, so you can have solid gloom, well, forever. But probabilistically you can realistically have quite a lot of glooms in a row - scanning the log the most I saw was 14 "glooms" and "darkenings" in succession (12 glooms and 2 darkenings) which would last about 84 minutes - I cheated and accelerated time by 60x after I got fed up with about 30 minutes of darkness to see the long term trends.
I am wondering if over an hour of gloom/darkening is actually intended behavior. Seems a bit too depressing. Also I am wondering if not trends are meant to be non-repeating (i.e. if it should be choosing a trend other than the last one instead of just choosing gloom again and again and again).
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Wed Mar 16, 2016 11:50 pm
by Afforess
BlakeMW wrote:I've been playing with Gloom. As far as I can tell from the game and reading the source, it chooses a light trend at "complete" random - I don't mean complete complete, but what I mean is that Gloom doesn't have a day night cycle AFAICT, it just has randomly changing light levels. Also it seems that along with a period of "gloom" being up to 12 minutes long, the logic can generate many periods of gloom back-to-back, so you can have solid gloom, well, forever. But probabilistically you can realistically have quite a lot of glooms in a row - scanning the log the most I saw was 14 "glooms" and "darkenings" in succession (12 glooms and 2 darkenings) which would last about 84 minutes - I cheated and accelerated time by 60x after I got fed up with about 30 minutes of darkness to see the long term trends.
I am wondering if over an hour of gloom/darkening is actually intended behavior. Seems a bit too depressing. Also I am wondering if not trends are meant to be non-repeating (i.e. if it should be choosing a trend other than the last one instead of just choosing gloom again and again and again).
Yea, trends are chosen at random, so repeat patterns occur. I think what you are observing is the counter-intuitiveness of randomness.
That said, 84 minutes of darkness is a tad extreme. I think a really simple solution here is to not allow repeated trends... so gloom can only be followed by brightening, clear, or darkening, rather than gloom. You could still get repeated gloomy and darkenings, but that's a lot less likely.
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Thu Mar 17, 2016 11:02 am
by BlakeMW
Afforess wrote:
Yea, trends are chosen at random, so repeat patterns occur. I think what you are observing is the counter-intuitiveness of randomness.
Wouldn't it be more logical to assume that I'm observing the counter-intuitiveness of using randomness to simulate a process which we are used to operating like clockwork ? Sun rises it gets bright, sun sets it gets dark, like clockwork. In fact after my above post I rewrote Gloom to put back in a day night cycle because I like the feeling of being on a normal rotating planet, I modify the day/night brightness level by a cloud cover number. So I get days and nights like clockwork, but many of the days are gloomy and occasionally they are bright and clear. Not that there's anything wrong with a creepy tidally-locked-to-a-red-dwarf kind of atmosphere, but if Gloom really isn't meant to have a day/night cycle it should probably say so in the description.
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Thu Mar 17, 2016 2:29 pm
by Afforess
BlakeMW wrote:
Afforess wrote:
Yea, trends are chosen at random, so repeat patterns occur. I think what you are observing is the counter-intuitiveness of randomness.
Wouldn't it be more logical to assume that I'm observing the counter-intuitiveness of using randomness to simulate a process which we are used to operating like clockwork ? Sun rises it gets bright, sun sets it gets dark, like clockwork. In fact after my above post I rewrote Gloom to put back in a day night cycle because I like the feeling of being on a normal rotating planet, I modify the day/night brightness level by a cloud cover number. So I get days and nights like clockwork, but many of the days are gloomy and occasionally they are bright and clear. Not that there's anything wrong with a creepy tidally-locked-to-a-red-dwarf kind of atmosphere, but if Gloom really isn't meant to have a day/night cycle it should probably say so in the description.
Well, I'd really like to point out that weather can affect sunlight and the brightness too, but Factorio doesn't really have weather.
So yes, Gloom does not give you a predictable day-night cycle.
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Thu Mar 17, 2016 7:31 pm
by Rockstar04
BlakeMW wrote:
Afforess wrote:
Yea, trends are chosen at random, so repeat patterns occur. I think what you are observing is the counter-intuitiveness of randomness.
Wouldn't it be more logical to assume that I'm observing the counter-intuitiveness of using randomness to simulate a process which we are used to operating like clockwork ? Sun rises it gets bright, sun sets it gets dark, like clockwork. In fact after my above post I rewrote Gloom to put back in a day night cycle because I like the feeling of being on a normal rotating planet, I modify the day/night brightness level by a cloud cover number. So I get days and nights like clockwork, but many of the days are gloomy and occasionally they are bright and clear. Not that there's anything wrong with a creepy tidally-locked-to-a-red-dwarf kind of atmosphere, but if Gloom really isn't meant to have a day/night cycle it should probably say so in the description.
I rewrote gloom for myself for the exact same reasons! I I made night last a random number of ticks (between normal and 4 times longer) and made the light output during the day vary between 100% and 60% (kinda simulating clouds passing by)
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Fri Mar 18, 2016 3:18 am
by Afforess
Rockstar04 wrote:
I rewrote gloom for myself for the exact same reasons! I I made night last a random number of ticks (between normal and 4 times longer) and made the light output during the day vary between 100% and 60% (kinda simulating clouds passing by)
I'll be the first to admit my approach hasn't been the greatest. Do you want to share your changes? I'd be happy to add you as a co-author.
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Fri Mar 18, 2016 1:21 pm
by Rockstar04
Afforess wrote:
Rockstar04 wrote:...
I'll be the first to admit my approach hasn't been the greatest. Do you want to share your changes? I'd be happy to add you as a co-author.
Oh god, the horrible things I did to get it to work the way I kinda wanted...
As someone who is a developer for a living I'm not sure I could bring myself to put that code on Github where potential employers could see it. If I get some time to make another pass over the code, and try to make it look and run better I will open a PR on github.
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Sat Mar 19, 2016 10:41 pm
by Afforess
Rockstar04 wrote:
Afforess wrote:
Rockstar04 wrote:...
I'll be the first to admit my approach hasn't been the greatest. Do you want to share your changes? I'd be happy to add you as a co-author.
Oh god, the horrible things I did to get it to work the way I kinda wanted...
As someone who is a developer for a living I'm not sure I could bring myself to put that code on Github where potential employers could see it. If I get some time to make another pass over the code, and try to make it look and run better I will open a PR on github.
Could always just send me a copy in a PM and I'll fix it up.
Re: [MOD 0.12.20+] Gloom 0.2.1 - Night Comes to Factorio
Posted: Sat Mar 26, 2016 5:30 pm
by Darloth
Please do so - I like the sound of slightly more predictable darker then brighter then darker, but with the levels of darkness and (especially) brightness not so guaranteed.
Re: [MOD 0.12.20+] Gloom 0.2.0 - Night Comes to Factorio
Posted: Mon Apr 04, 2016 10:49 am
by Speadge
Rockstar04 wrote:
Afforess wrote:
Rockstar04 wrote:...
I'll be the first to admit my approach hasn't been the greatest. Do you want to share your changes? I'd be happy to add you as a co-author.
Oh god, the horrible things I did to get it to work the way I kinda wanted...
As someone who is a developer for a living I'm not sure I could bring myself to put that code on Github where potential employers could see it. If I get some time to make another pass over the code, and try to make it look and run better I will open a PR on github.
would like to have this, too.
even more darker nights would be great (so u hardly see anything)
Re: [MOD 0.12.20+] Gloom 0.2.1 - Night Comes to Factorio
Posted: Wed Jun 08, 2016 8:30 pm
by BlakeMW
User NoriSilverrage requested the modified version I made (which has a proper day/night cycle), so I'm posting it here. Strictly speaking it's not very gloomy at all, it actually has mostly fine weather, but occasionally you get prolonged overcast or heavily overcast weather which can last for days. It's very easy to modify the weather patterns and also day/night cycle in control.lua to make it gloomier or breezier. I've renamed the mod so it's perfectly clear.
Re: [MOD 0.12.20+] Gloom 0.2.1 - Night Comes to Factorio
Posted: Fri Jul 01, 2016 2:48 am
by Ranakastrasz
Updated for Factorio 1.3.0
Curently, I have the weather commented out, and am using the Minecraft Daynight cycle speed. (10 minute day, 7 minute night, 1:30 dawn and dusk). Also fixed the weather and day-night messages for multiplayer. Should work at least.
Re: [MOD 0.12.20+] Gloom 0.2.1 - Night Comes to Factorio
Posted: Mon Sep 26, 2016 11:15 pm
by _npo6ka_
modpack logic didn't change.
fixed for factorio 13+
Re: [MOD 0.12.20+] Gloom 0.2.1 - Night Comes to Factorio
Posted: Mon Sep 26, 2016 11:16 pm
by _npo6ka_
modpack logic didn't change.
fixed for factorio 14+