Extended radar (Reflection Seismology)
Posted: Wed Aug 06, 2014 2:34 pm
Those are the threads I'm coming from:
https://forums.factorio.com/forum/vie ... f=6&t=4725 (includes a list of other links at the end)
https://forums.factorio.com/forum/vie ... f=6&t=4636
https://forums.factorio.com/forum/vie ... f=6&t=4304
And especially https://forums.factorio.com/forum/vie ... f=6&t=1503
https://forums.factorio.com/forum/vie ... f=6&t=1038
https://forums.factorio.com/forum/sea ... sf=msgonly
The problem: With low resources we need a way to find efficiently more resources.
One way is of course to search actively:
- run/drive around (yet working)
- create exploring drones, which (half-)automatically explore unexplored parts of the map (maybe?)
But I think it should also be possible to search passively and in a much, much, much larger area.
The way to achive that is by scanning the underground via reflection seismology.
http://en.wikipedia.org/wiki/Reflection_seismology
This is how it works:
- The player places seismic exploration tools:
--- One seismic sender: http://en.wikipedia.org/wiki/Vibroseis
--- Some receivers: http://en.wikipedia.org/wiki/File:Receiver_line.jpg
--- Some "seismic computer", which is automatically connected to sender and reciver (you can have only one computer and one sender)
- He chooses the type of resource he want's to find on the computer.
- He let it run for a while (turn the whole stuff on with the computer)
- The computer calculates one ore more directions, where the biggest found deposit of that type in scan range is.
- The longer you let it run, the more exact it is.
- The result should be seen in the map or in a new map-like view by the player, where the player is in the center and the resource (or resources, from former scans?) are shown as direction and distance.
The maximum range is defined by the distance between the sender and the reciver multiplied with some factor which should be balanced.
For example place a sender in the center and 4 recivers around. The range is the distances between sender and recivers plus distances between the recievers. So it makes a big difference, if you place the reciever in a square of 100 tiles or 1000 tiles.
The effect of this is, that you should be able to find really rare stuff if you place your recivers far, far away.
The time you need to scan is used in background for the calculation of the biggest resource. Cause only one resource can be found at one time this is a solveable task, even if there are thousands of of of chunks to calculate.
This whole thing needs a lot of energy. As I understand it, so much, that it doesn't make sense to let it run the whole time.
https://forums.factorio.com/forum/vie ... f=6&t=4725 (includes a list of other links at the end)
https://forums.factorio.com/forum/vie ... f=6&t=4636
https://forums.factorio.com/forum/vie ... f=6&t=4304
And especially https://forums.factorio.com/forum/vie ... f=6&t=1503
https://forums.factorio.com/forum/vie ... f=6&t=1038
https://forums.factorio.com/forum/sea ... sf=msgonly
The problem: With low resources we need a way to find efficiently more resources.
One way is of course to search actively:
- run/drive around (yet working)
- create exploring drones, which (half-)automatically explore unexplored parts of the map (maybe?)
But I think it should also be possible to search passively and in a much, much, much larger area.
The way to achive that is by scanning the underground via reflection seismology.
http://en.wikipedia.org/wiki/Reflection_seismology
This is how it works:
- The player places seismic exploration tools:
--- One seismic sender: http://en.wikipedia.org/wiki/Vibroseis
--- Some receivers: http://en.wikipedia.org/wiki/File:Receiver_line.jpg
--- Some "seismic computer", which is automatically connected to sender and reciver (you can have only one computer and one sender)
- He chooses the type of resource he want's to find on the computer.
- He let it run for a while (turn the whole stuff on with the computer)
- The computer calculates one ore more directions, where the biggest found deposit of that type in scan range is.
- The longer you let it run, the more exact it is.
- The result should be seen in the map or in a new map-like view by the player, where the player is in the center and the resource (or resources, from former scans?) are shown as direction and distance.
The maximum range is defined by the distance between the sender and the reciver multiplied with some factor which should be balanced.
For example place a sender in the center and 4 recivers around. The range is the distances between sender and recivers plus distances between the recievers. So it makes a big difference, if you place the reciever in a square of 100 tiles or 1000 tiles.
The effect of this is, that you should be able to find really rare stuff if you place your recivers far, far away.
The time you need to scan is used in background for the calculation of the biggest resource. Cause only one resource can be found at one time this is a solveable task, even if there are thousands of of of chunks to calculate.
This whole thing needs a lot of energy. As I understand it, so much, that it doesn't make sense to let it run the whole time.