eradicator wrote: Wed Mar 11, 2020 9:31 am
I'm sorry, but as a modder that is all laughable to be polite. No personal offense meant, i realize you're not a modder and just enthusiastic.
Sorry, but that's quite offensve. I've modded several stuff, helped improving many mods and libs. And wrote a little mod myself.
(Maybe I'm a bit out, of what can be done with a mod, since I have no time for that since 2 years, but the abilities of mods have improved, not declined.)
Of course I know how difficult this is, but to say "impossible" is too simple, after scribling my ideas about it on half a page.
That's just offensive.
Laughable is, how you think that a non-deterministic behavior should be simulated in a game, where nearly everything is about that; it's the essence of Factorio. Devs are with my opinion. (*)
This is a too theoretical discussion, so I deleted my statements to your arguments (some have already been answered), because nobody knows how it really is, until someone tried. Yes, I know that this is far beyond, of what a mod should do (but does anybody mean, this will be implemented into vanilla the next 2-3 years???) and there are many difficulties, but still possible and no need for offense.
(*) And to repeat the idea (because I think it's misunderstood):
Detect that part of production, that is
deterministic. That is only possible for belt driven production and when that is full production or no production (and some more preconditions). Simulate full production and look, if this fragile deterministic state is left somehow to switch simulation off.
And you might see now (**), this is a kind of
game in game to keep that fragile determinism running. And not many would love that, because it is quite complex. But that part of game in game is the
only sense I can see in this suggestion, I called that concept "factory streets" and it could be read as fifth post in this thread.
... And it would help, if the devs would implement, that you can turn off complete parts of a factory just by turning the power off (inserters doesn't turn off when unpowered). Because belts are not power driven, the simulated part could recover and simulation can restart.
(**) it is difficulty to see, because it is even a game in game, without the whole optimization stuff: A factory street - in my sense of view - is some factory part, that needs to be marked out and feed with full input belts and there is no full compression on output belts. And in that case this part has an inbuild production/speed/efficiency-bonus.