![]() You can have bottlenecks that only show up in unexpected conditions, or systems whose throughput depends on the details of inserter positioning, or feedback loops that switch from controlled negative feedback to runaway positive feedback when some parameter crosses a threshold. But part of the reason it's an interesting and challenging game is that it's not always obvious how well a factory satisfies that criterion. In Factorio, a well-designed factory can be approximated by its steady-state behavior. They knew they wanted to include time acceleration as a gameplay feature, and so they limited the simulation to closed-form orbits for which that could be implemented stably and reliably. I suspect that's a big part of why KSP only simulates two-body conic section orbits. ![]() I don't think you can retrofit an efficient closed-form model onto an existing simulation it has to be designed in from the beginning. And that's inherently very difficult to achieve in a game that's based on simulating a complex system. I think the problem with this idea is that it has to work extremely reliably, or it basically doesn't work at all. life support or power flow for such craft traveling "on rails", but as far as I know, they all do that by running numerical simulations and have problems with error at high time accelerations - whereas my idea would be to approximate a continuous function of time for relevant values, and use it instead of numerical integration.) (Even in Kerbal Space Program, the closed-form math only applies to stable orbits internal state is not processed. But for some reason, as far as I'm aware, nobody ever tried it. This way, you could have many complex factories running nearly for free, while your attention is focused elsewhere.įactorio itself, in its current form, may be a tad too complex for this idea to work (at the very least, there's extra complexity in managing finite resource deposits), but I think it's doable in principle. The game should be able to observe it - to notice that the flow of inputs, intermediate products and outputs has been stable (even if cyclic, because you built a solar-powered factory or have some intermittent backpressure on the conveyors) - and then abstract away your factory, simulate its matter balance via closed-form mathematical functions closely approximating the steady-state behavior. You've built this complex factory and have it running like clockwork. There's one thing that could work with this idea that I haven't seen in any game so far. Continued abuse of our services will cause your IP address to be blocked indefinitely.> Or satellite bases too far away for even trains and the like, where you need long-term transports (container ships, ICBM's) to get stuff. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior. Overusing our search engine with a very large number of searches in a very short amount of time.Using a badly configured (or badly written) browser add-on for blocking content.Running a "scraper" or "downloader" program that either does not identify itself or uses fake headers to elude detection. ![]()
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