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Re: Tetris... in Factorio?

Posted: Tue Jul 19, 2016 6:42 pm
by piriform
It's a fictional scenario where certain types of computation have an unfortunate tendency to break through the Other side. See Charles Stross.

Re: Tetris... in Factorio?

Posted: Wed Jul 20, 2016 3:09 am
by stellatedHex
Actually, I really wouldn't worry about it. It has been demonstrated that in specific contexts, including those in which robots sometimes fight giant malevolent bugs, computers can only breach extradimensional space if they are aesthetically sinister (Clevinger, 2009). Sinisterness is incredibly difficult to achieve with Factorio's industrial aesthetic, even using pipes.
Just, you know, make sure that you don't route any fluids near your complex combinatorics. Just to be on the safe side.

Re: Tetris... in Factorio?

Posted: Wed Jul 20, 2016 3:45 pm
by ssilk
Ok, now I think the whole article is art in it's best form. So I moved it to Fan Art, but left a link in Show my Creations. That removes also the Sticky, which is kind of OK, cause some people find, that there are already too much sticky in Show my Creations.

User Interface, block Generation, and color

Posted: Wed Oct 19, 2016 12:05 pm
by DisK
XKnight wrote:
XKnight wrote:
DaveMcW wrote:I'm already working on this. ;)

The 7 colored lights in 0.13 will be perfect.

The main problem is getting player input, it is quite awkward without mods.
Challenge accepted.
Challenge partially completed:
1.png
animation.gif
Unfortunately rotation was not implemented, because I am tired and this challenge a little bit boring.
But maybe I will come back to this task tomorrow :)
in order to manipulate the blocks, one would place a material dependent on what action they wish the block to take, for instance
  • Left = Copper Plate
  • Right = Iron Plate
  • Drop = Steel
  • RotLeft = Copper Ore
  • RotRight = Iron Ore
the blocks can be randomly generated by a continuous loop of chests (one for each piece) and the first chest it the only one connected to the wiring. The connected chest will generate a block dependent on the item currently inside using decider combinators equal to the number of block configurations
additionally, the blocks could be generated with 2 arithmetic combinators and a decider combinator, the first combinator being a +1 combinator against itself, also connecting to the decider combinator, so that it can find the upper limit, then translate that to the 2nd arithmetic combinator which subtracts the generator number from itself

the color used would be dependent on the number or item in use to determine the block type

Re: Tetris... in Factorio?

Posted: Wed Dec 14, 2016 2:12 pm
by Incredible
That would be wonderful! Already can feel excitement and see a lot of fun!

Re: Tetris... in Factorio?

Posted: Wed Dec 28, 2016 1:35 am
by Ragnaman
could you use such contraption for input ?
http://steamcommunity.com/sharedfiles/f ... =826088745

Re: Tetris... in Factorio?

Posted: Mon Jan 30, 2017 10:19 am
by DRY411S
kovarex wrote: Cool, that is the reason there are 30 rows I guess :) (2^31 is the limit of the cominator numbers).
That's (2^31) -1, right? Bit 31 is the sign bit isn't it?

Re: Tetris... in Factorio?

Posted: Fri Apr 03, 2020 5:49 pm
by julius1701
Does anybody still got the Blueprint? If so it would be nice if you could send it to me

Re: Tetris... in Factorio?

Posted: Sat Sep 19, 2020 12:21 am
by TheRangerLOL
AlexTheNotsogreat wrote:
Wed Jun 01, 2016 1:00 am
Things like this define sandbox games to me. Snakes and Ladders in Minecraft (Hypixel), A semi truck in KSP (Hazard-ish), and now Tetris in Factorio. What's next! :shock:
I want to turn my Factory into a Tamagochi :3

Re: Tetris... in Factorio?

Posted: Mon Apr 10, 2023 3:27 pm
by TYRBOGARLIK
Does anybody still got the Blueprint? PLEASE give it to me

Re: Tetris... in Factorio?

Posted: Mon Apr 10, 2023 5:12 pm
by T-A-R
Slightly unrelated, but surprisingly no mention yet in this thread. There is a 2019 (0.17) multiplayer scenario where you build your factory on a game of tetris.
https://github.com/Refactorio/RedMew
Land tiles in the form of tetrominoes are generated when the player chooses to. but only some of the have ore, like real tetris you could move the falling tetrominoes to make full lines disappear. Totally wild gameplay, but somewhat too wonky to become popular enough to be repeatively hosted on the servers. Issue was communication between players, sending blocks down in places where a full lines wiped parts of the factory.