Manufacturing Resource Planning tool
Posted: Wed Dec 10, 2014 12:23 am
As you might have heard me and my roommate (a CE and IE in training) are building a MRP system for factorio,
right now it can calculate any arbitrary demand for any item in vanilla, and soon will be able to calculate an "optimal" tech tree
however we're not happy with that, our plan from the get go, was to get this program able to read the mods folder, and pull recipes, techs, and resources from the mod and load it into itself...
We're having issues with the loading of resources, but other than that (meaning manually added) it plays nice with a few mods (most notably Dytech)
however, since there is no file path requirement for the mods (lua doesn't care as long as you know where they are) i have to do more work (I'm looking at you treefarm >.>)
we're a ways from release of a working version, but i wanted to know the demand (heh) for this, it's written is a bastard mix of C and VBA, ran from excel,
if you have a test case you want me to run from vanilla or dytech (e.g. 1 rocket-defence every 3600 seconds) it's output is in assembly speed (assembly 1 = .5 assembly 2 = 0.75 assembly 3 = 1.25)
if you want me to test whether a mod plays nice, if it has a mediafire link, i can't get to in on campus, and i'm here until dec 23, otherwise i'll give it a shot
finally if you are a mod owner, please for the love of my sanity, put recipes in /prototypes/recipes, tech is /prototypes/technology, and resources in /prototypes/entities like the base game (T_T)
right now it can calculate any arbitrary demand for any item in vanilla, and soon will be able to calculate an "optimal" tech tree
however we're not happy with that, our plan from the get go, was to get this program able to read the mods folder, and pull recipes, techs, and resources from the mod and load it into itself...
We're having issues with the loading of resources, but other than that (meaning manually added) it plays nice with a few mods (most notably Dytech)
however, since there is no file path requirement for the mods (lua doesn't care as long as you know where they are) i have to do more work (I'm looking at you treefarm >.>)
we're a ways from release of a working version, but i wanted to know the demand (heh) for this, it's written is a bastard mix of C and VBA, ran from excel,
if you have a test case you want me to run from vanilla or dytech (e.g. 1 rocket-defence every 3600 seconds) it's output is in assembly speed (assembly 1 = .5 assembly 2 = 0.75 assembly 3 = 1.25)
if you want me to test whether a mod plays nice, if it has a mediafire link, i can't get to in on campus, and i'm here until dec 23, otherwise i'll give it a shot
finally if you are a mod owner, please for the love of my sanity, put recipes in /prototypes/recipes, tech is /prototypes/technology, and resources in /prototypes/entities like the base game (T_T)