How I Made Factorio Play By Itself | Ultimate Automation Challenge Tutorial

Поделиться
HTML-код
  • Опубликовано: 7 сен 2024
  • FACTORIO SELF EXPANDING BASE:
    The ultimate goal in Factorio is to have the game play itself. Project started to build a Self-Expanding Base in Factorio.
    This is not a novel concept, but my attempt is to make it simple and have it continually scaling. It is an opportunity to leverage the community to build something better than any of us could have done alone.
    This is approached as an IT project with scoping, constraints, deliverables, minimum viable product etc.
    Please consider supporting the channel on Patreon (access to save games):
    / nilaus
    SCHEDULE:
    Twitch Livestreams: 20:00 CEST
    SOCIAL:
    Patreon: / nilaus
    Twitch: / nilaus
    Discord: / discord
    Twitter: / christiannilaus
    Website: nilaus.tv
    Tips: streamlabs.com...
    Livestream VODs:
    All livestream VODs are available on my second RUclips Channel: @NilausTV
    MODS:
    Recursive Blueprint+ - Allows deployment of blueprints through Circuit Network
    Editor Extensions - Inifinite resources and instant build
    (other mods with minor impact)
    #Factorio #StayEffective #SelfExpandingBase
  • ИгрыИгры

Комментарии • 118

  • @azephiris
    @azephiris 11 месяцев назад +218

    programmers when they can do something manually in 10 minutes but can automate it in 10 days:

    • @stephenb7829
      @stephenb7829 11 месяцев назад +9

      I'm the same with my programming but Id rather program it once and take a while over doing the task ever again

    • @SirusDiarota
      @SirusDiarota 11 месяцев назад +3

      Tectonica said it best. You can build thousands of machines, but there's only ever going to be the one of you.

    • @RyanPuddephatt
      @RyanPuddephatt 11 месяцев назад +1

      10 mins for the next * years or 10 days forever...oh the balance of effort!

    • @Cecil_Augus
      @Cecil_Augus 11 месяцев назад +2

      Its a joke guys, now one is saying automating is bad

    • @SirusDiarota
      @SirusDiarota 11 месяцев назад +1

      @@Cecil_Augus Flesh is weak. Machine is eternal.
      d=P

  • @goinagain2013
    @goinagain2013 11 месяцев назад +13

    32:00 Two wrongs don't make a right, BUT, three rights make a left. Fascinating base. Good work!

  • @IExistSometimes
    @IExistSometimes 11 месяцев назад +23

    I believe joSEF identifies resources by attempting to place pumpjacks and miners and seeing if any get expended, which I reckon could be done even with the infinite chests, but the methodology for that base is wildly different, and it is interesting to see the differences between approaches.

  • @doktorcool3740
    @doktorcool3740 11 месяцев назад +7

    I seem to remember that the first spiral self-expanding Factorio base I watched many years ago in a video (which also used recursive blueprints) did actually collect the resources and built the components for the expansion. As far as I remember they just covered city blocks with a miner grid blueprint, where only the miners which actually had something to mine materialized. The guy then sorted the mined products into copper, iron, coal and stone and had a station for each type.
    Since the guy also used a no-water map but didn't use magical water-out-of-nowhere mods, he couldn't build batteries and thus his base browned out during the night. Oil was also not available - it was all about growing the base.

    • @cshairydude
      @cshairydude 3 месяца назад

      Galaxy brain: do a Seablock version, so you guarantee the availability of water.

  • @viltur83
    @viltur83 11 месяцев назад +3

    The resource scan can be done.
    When you create a block always make a mining block. Then after x time/ x many blocks if there is more than x ore skip the block if there is 0 ore deconstruct all miners and build a real block

    • @cshairydude
      @cshairydude 3 месяца назад

      You'd need a sorting system too. And probably a threshold for amount of ore so you don't bother mining trivial deposits. And of course you also have to do oil deposits, refining and cracking. Though I guess you could skip pumpjacks and rely on coal liquefaction.
      Then you would also want to add supply constraints. Don't build more science if there's demand for iron, copper or oil - just build empty city blocks (only rails) until you've built enough raw resources to satisfy demand.
      Of course then you'd have a rather sparse base with a lot of empty blocks. Perhaps you could resume building normal blocks from the first empty block. You'd need some kind of signal in the resource blocks that tells the building loop "skip me". I'm not sure what that could be, though.

  • @CurtisDyer
    @CurtisDyer 11 месяцев назад +11

    Very elegant solution for debugging. Similar to your many-to-many train network, it's one of those things I'm almost sad to know, as it's hard to go back or try other stuff. Despite that, I always look forward to videos like these.

  • @geemcd
    @geemcd 11 месяцев назад +1

    25.20 I love that you show us a huge complex undertaking, something I can just about follow on a conceptual level, but also freely admit you have no idea how this part works as it was made by a collaborator. So wholesome sir x

  • @andreheise1170
    @andreheise1170 11 месяцев назад +2

    A great project. Unfortunately, new research laboratories and missile bases are being built before existing ones are fully utilized. The same applies to the production of science packages. I modified the blueprints a little:
    - An extra copper stop for copper ore
    - Added a missing inserter in plastic production
    - Oil trains return to the Infinite Ore block if they cannot be unloaded
    - Lower sulfur buffer at sulfur production train stops (because it delayed the start of production of sulfuric acid)
    - A circuit that prohibits the construction of further research laboratories, rocket bases, etc. (unfortunately the signals are ignored as soon as the AI can no longer find anything to build, then it still builds new research laboratories, rocket bases, etc.)
    - Infinite provider chests for base building parts in every infinite ore block (prevents drones having long flight distances as the factory grows)
    Despite small errors, it's a great project that's a lot of fun.

  • @KamikazeWombat
    @KamikazeWombat 11 месяцев назад +24

    I really want to see the resource gathering implemented! although of course it would require the resource nodes to be much closer together, but still it would be fun

  • @daveruble5150
    @daveruble5150 11 месяцев назад +1

    Worth a watch for for the solar design alone, imo. if you squint hard enough, your 4 : 3 :: 25 : 21. I like the 'woven' appearance.

    • @Roxor128
      @Roxor128 11 месяцев назад

      It's how I usually do solar. Put down some medium poles to make a fully-covered area with no gaps or overlap, then pack solar panels around them as tightly as possible, and fill in the gaps with accumulators.

  • @stokescomp
    @stokescomp 11 месяцев назад +1

    I loved this. Great job! I liked the developer part since I am developer too.

  • @dorMaler
    @dorMaler 11 месяцев назад +7

    Tabu is a German word it means that something is not allowed to do or to have

    • @FatalExceptionz
      @FatalExceptionz 11 месяцев назад +8

      It's usually spelled Taboo in English, so there's been comments doing a "Well ackchyually" and "correcting" the spelling, even though Tabu is a valid alternative spelling in English too

  • @meijerstan
    @meijerstan 11 месяцев назад

    This video gave me some great ideas for my own megabase. I'll try to implement the max train-on-demand and the way of refueling!

  • @staticsmack
    @staticsmack 10 месяцев назад

    I loved the explaination of fixing and maintaining production environments. One thing I noticed when you fixed the blueprint, I said to myself, where is the QA of the production fix? Verification in the blueprint but that would be redundant in this aspect lol

  • @PhR34KKK
    @PhR34KKK 10 месяцев назад

    "So far I have shown you how it works, But anyone who has done anything relating to development know that things dont" - Nilhaus
    Can relate to this more than I should.

  • @wolvesoth7002
    @wolvesoth7002 11 месяцев назад

    Also saw at least in the first backup, That the Yellow science Does not restrict 1 train which backs up the Fuel train and causes havoc.

  • @peregudovoleg
    @peregudovoleg 11 месяцев назад +4

    Have you shared a BP book of this build? Like you did with a base in the book. I'm not interested in 100% automation, rather nice city blocks with resources production.

  • @daveruble5150
    @daveruble5150 11 месяцев назад

    I like the 1-1-1s. its perfect for early game 'mine carts'! a reskin maybe cargo tweaks and voila! mine carts!

  • @SkorjOlafsen
    @SkorjOlafsen 11 месяцев назад +4

    Nilaus re-invents token ring networking. Cool to see.

  • @ReinkeDK
    @ReinkeDK 11 месяцев назад

    Now that is a brilliant build you and the community has made :)

  • @vikenemesh
    @vikenemesh 11 месяцев назад

    Circuit network is "not debuggable" "You have to invent your own breakpoints"
    There is, of course, a mod for that. Allows you to freeze arbitrary groups of combinators and singlestep them: Controllinator

    • @Pystro
      @Pystro 11 месяцев назад

      ...which someone had to invent on their own.

    • @SirusDiarota
      @SirusDiarota 11 месяцев назад

      "Keeping this as vanilla as possible-"
      "JuSt UsE mOd, 5hEaD"

  • @shadowcharly
    @shadowcharly 11 месяцев назад

    Great video, even better factory. Thanks!

  • @jansteyaert1
    @jansteyaert1 11 месяцев назад

    An algorithm for a spiral isn't super hard, but I have no clue how I would translate that into factorio logic xD. If I were to do something similar I'd probably just use a simple rectangular grid :).
    That could also make it easier to work with coal/nuclear power, just make one expand to the left the other to the right... I'd just build 2 grids next to each other, a power grid and a production grid. Would have to be a custom map with some straight shoreline to make things easier. I see how adding mining automation would make things way harder tho, you'd end up with city blocks with 100 ore mined after 2 minutes and the block is empty... then you'de have to come up with an algorithm to remove mining blocks and replace them with something new. That process wouldn't be impossible, but it would probably tank the performance cause you'de have to keep track of the location where you removed a block, store that info, build a new bloc before continuing the spiral, ... nightmare fuel.

  • @rybiryj
    @rybiryj 11 месяцев назад +1

    40:40 a true Enter the Matrix moment

  • @adomuir2239
    @adomuir2239 11 месяцев назад

    heh i have been fooling aroundin factorio building my own modular system. and i ended up using that editor mod for my dev environment too. as the saying goes - "everyone has a test environment, some people have a seperate prod as well" :P

  • @ThatOliveMrT
    @ThatOliveMrT 8 месяцев назад

    As for mining I'm no pro but would just making the second possible block built (solar first) be a mining block. Simply slap passive provider chests on the miners to be taken to a sorting block. (In this case sorting block needs to be built before, so maybe mining should be #3 in the possible list.)
    The real kicker is will you just leave the cell empty after mining? I take it once this bad boy starts it doesn't have a proper way to edit itself

  • @stevedark9334
    @stevedark9334 11 месяцев назад

    You could store the demand of each block in a combinator and look for items with negative demand and prioritize them as you do now. You could then have a single combinator in the brain always demanding one siencelab driving the expansion. I dont think this would allow for overproduction since the trainnetwork should only add delay and not limit throughput, but if i did limit throughput the "supply" numbers wouldnt be accurate though...

  • @koukaakiva
    @koukaakiva 11 месяцев назад +5

    You said you could get rid of the infinite resources and/or deal with biters. Does that mean you don't have plans to do so? I always thought it would be cool to make a blueprint for the "brain" that you could stamp down at a certain point of a standard game of Factorio and then it would take over expanding the factory after, but that would require dealing with resources and maybe also biters. Either way cool stuff.

    • @Pystro
      @Pystro 11 месяцев назад +2

      For the "stamping the brain down at a certain point of a standard game" compatibility, I personally would even deem it acceptable if the player took care of placing the mining blocks and providing the construction materials. (The brain wouldn't even need to care if the player built an actual hub block, used an infinity chest, or hand-crafted the items.) The automated brain would only need to be able to detect when the player has sufficiently re-filled the stockpiles in the logistics system.
      And the cheaty "raw resource from thin air" block would need to be disabled: Which you can easily do by taking the iron ore token out of the brain (to put it into "permanent Tabu").
      Maybe the brain could be given the capability to detect when a construction site is already occupied with a player-built (mining or hub) block; Or it could be left to the player to deconstruct the mines before the spiral reaches those blocks.
      This is the order in which I would implement more features:
      --- Take into account the stockpiles of construction materials before placing a new city block.
      --- Detect and skip pre-occupied city block locations.
      --- Build one or two hub blocks as the first thing the factory does (or one more set of hub blocks before/after each science lab block).
      --- Detect resource patches and auto-build mines (and offshore pumps).

  • @micheljolicoeur6094
    @micheljolicoeur6094 11 месяцев назад

    Awesome proof of concept.

  • @christofferhjorth2243
    @christofferhjorth2243 11 месяцев назад +2

    i really like the concept of stations requesting trains, and trains beloning to the providing station and not the demanding station. i think i might screw around with that in my Pymods world. have been dabbling a bit with cityblocks, given that i love trains, and have very mixed experiences TBH, but i like fiddling around with trains, intersections, cityblocks, etc. my maybe proudest train related thing i have made is an endgame wall, supplied by a single train, based on demand, the roboports on the wall were all seperated by 1-2 tiles, so i never had issues with bots being too far away, or bots taking an hour to get to a wall segment with resources. i won't get to this level, but im fine with that, ill keep dabbling around with a little of everything.

  • @PropheticShadeZ
    @PropheticShadeZ 7 месяцев назад

    Watching how easy this was to troubleshoot errors made me sad on how my work doesnt have these features

  • @alh744
    @alh744 11 месяцев назад

    I could be doing my programming homework right now but instead I’m watching this

  • @permanent8387
    @permanent8387 11 месяцев назад

    i think you have officially beat factorio 😂

  • @mikaelogren
    @mikaelogren 11 месяцев назад

    Very nicely done! Good job!

  • @BlakeAStoffel
    @BlakeAStoffel 11 месяцев назад

    With resources it’d be interesting to see a mall where it would only stamp down an new block if the components were available (miners, assemblers, etc)

    • @TitoRigatoni
      @TitoRigatoni 10 месяцев назад

      I think the better solution would be to stamp down new mall blocks as needed, using the existing demand-driven system.

  • @Maric18
    @Maric18 11 месяцев назад

    if recursive blueprints can deconstruct the biter one could be solved in an easy way: for every block you build you first deconstruct the space where its going, then build a defense block to "the outside" (you can definitely find the block that is 1 further away from the center, don't ask me how xD) that includes a wall, some turrets, maybe flamethrowers and an artillery installation. supply via train (the train ends should have gates)
    doesn't need to be directional if it defends in all directions :D

    • @paulohsa22
      @paulohsa22 11 месяцев назад

      I kind of like that idea, but I see some problems. First, if you deconstruct the space where the next block would go, and there are defenses there, it would make the base vulnerable at that point untill the "outside" defenses are built. Next, it would require a lot more time constructing and deconstructing defenses.
      What I would do instead is:
      1) Check if the next block is a "corner block". There are 4 possible corner blocks, but we need to choose one of them and start the defense loop always on that one. Using the existing logic on this video we could check if we've arrived on a corner block. A corner block can be identified with (X = Y) OR (X = -Y), but in our case we just want to build new defenses once each loop. Let's pick the top right corner for that. The top right corner is identified by (X=Y) AND (X > 0).
      2) If the next block is the top right, we can pause the main loop and start a new one on (X+2,Y+2) (let's call the new loop variables (M,K)). We can now build an outter shell of defenses around the shell where the next group of blocks will be built.
      3) For that shell of defenses we would need 2 blueprints, a corner defense and a straight defense. We need four comparisons to decide which blueprint to build and on which orientation:
      condition 1) M = X+2.
      condition 2) K = -Y-2.
      condition 3) M = -X-2.
      condition 4) K = Y+2
      At least one and at most two of those comparisons will be true, so we have 8 possibilities. The possibilities and outcomes are:
      If conditions 1 and 4 are true, build a corner block with no rotation (it's the top right corner of the outter shell).
      If only condition 1 is true, build a straight block with no rotation (it's on the right edge)
      If 1 and 2, build a corner with 90º rotation (bottom right corner)
      If only 2, build a straight with 90º rotation (bottom edge)
      If 2 and 3, build a corner with 180º rotation (bottom left corner)
      If only 3, build a straight with 180º rotation (left edge)
      If 3 and 4, build a corner with -90º rotation (top left corner)
      If only 4, build a straight with -90º rotation (top edge)
      4) After all of those are done and the second loop is back at (X+2,Y+2), we can start a third loop at (X+1,Y+1), deconstructing every block (those will now be the previous defense blocks, made obsolete by building the outter shell).
      5) After the third loop is done, the main loop can start again.
      Yes, this would make the expansion to halt for longer and longer based on how far from the center we are, but it would also take longer and longer between each halt.

    • @Pystro
      @Pystro 11 месяцев назад +1

      I guess that Nilaus still won't want to play with biters (at least until he has implemented every other improvement). But that won't stop me from giving my opinion.
      On first glance this sounds possible. Determining the adjacent outside block: Has to be. Defending in all directions and fully preventing biter infiltration: Definite yes. Clearing the space for the next artillery block in time for it's construction: I'd generally say most probably, but definitely if construction materials have to be crafted, and artillery shells have crafting priority.
      There is one fundamental contradiction to Nilaus' design philosophy for his SEF: He assumes that the player is at the tech level where they have just built blue science and unlocked bots; but artillery research takes yellow science (and spidertrons take yellow and purple). And without artillery shells you'd have a hard time clearing the biter nests. (You could use the same direction-agnostic philosophy by going 2 blocks further out and expanding out to a 3x3 city blocks ring of turrets around that city block. But the main problem with turret creep remains: that it's a multi-step process.)
      And these new "terminal consumers" (artillery canons consuming artillery shells) require a whole chain of additional types of production city blocks to craft those shells.
      And then there's always the possibility that biters break the wrong entity at the wrong time. Trains could get stuck at missing rail pieces causing gridlock; construction bots could get called out at the wrong time to repair damaged stuff; roboports are already sometimes getting connected to the power grid too late, and with biters being involved they could even get disconnected. There's a lot of possible complications on that outer ring that you'd want to insulate your base from.
      And there will certainly be further problems that only show up when you actually try to do it.

    • @SirusDiarota
      @SirusDiarota 11 месяцев назад

      TLDR : Biters don't add anything to the game beyond a headache in the early to mid game, and are too unpredictable for this style of expansion due to how the system works. You'd likely need to have a full suite of defences for every cell, and you'd not have enough space left for the supporting production to meet demand.
      Here's the problems you might not be considering.
      1) Biters, in the default setting, expand and repopulate. The system may replace destroyed buildings, but not trains, and it would break the system as bots would be dedicated to repair and replacement duties instead of what the system is designed for.
      They also, ah... don't work in straight lines or set schedules, so can very quickly disrupt a system mid action, and then good bye ten hours to one special boy.
      Biters tend to get deleted out on large construction ideas because it's not a challenge. It's a drain of resources and a chore, especially in the late game where you can slap on shields, stack laser defense, and hip thrust through thousands of them. It's just wasting time, and processing power, for no additional benefit.
      I'd mention "It's Easy!" then following it up with "dunno lol" probably might have been a hint it's not that simple, but I'm not slapping you down here. Just offering a counterpoint.
      2) Define "Outside". Think on that for a moment.
      You can probably indeed run a separate system ahead of the first, but you probably aren't understanding that the base here doesn't exactly "know" where the centre is. A spiral is used because it's infinitely expandable.
      You'd also swiftly hit a snag. Let's put this on a num pad. If I'm getting biters from Nine, and the system is on Two prepping to build on one, that's three to four stages before it gets to *maybe* building a wall.
      What if it decides to build on the ruins of the base a nice shiny solar array instead of a gun when it gets there?
      The answer to both problems is that all cells need to have defences, and the system only builds up once the wall is finished. But I'm not certain you can create separate global bot networks, so my earlier issue with builders getting choked up on repairing rather than new structures will still happen eventually. But you can't just have the base try to logic out where the defenses need to go because there's no reliable way to track incoming attacks, pollution buildup and spread, and you'd run the risk of something else being selected rather than a defence cell. And defending them all will quickly lead to redundancy, far less space for more valuable production, delays and ultimately destruction due to not reacting to a defence breach should an attack catch the base at a golden opportunity.

  • @MrKriboux
    @MrKriboux 11 месяцев назад

    Simply brillant !

  • @Fetch049
    @Fetch049 11 месяцев назад

    This is really cool.

  • @lonr373
    @lonr373 11 месяцев назад

    Your mind is a beautiful thing.

  • @guffels
    @guffels 11 месяцев назад

    would love to see this with the time acceleration mod. 64x for 24 hours just watching the counters go up

  • @iestynne
    @iestynne 10 месяцев назад

    Who designed the spiral coordinates logic, and do they have a video/post on how it works ?

  • @MrBob369
    @MrBob369 11 месяцев назад

    How do you like the train system here, where each block is surrounded by rails? I just finished watching the Megabase in a Book series which takes a different approach to the rail system. Which do you prefer?

  • @BZFFirst
    @BZFFirst 11 месяцев назад +1

    Hi. What a great project. Please make it realistic. I would be so cool to use it in a real world.

    • @maartenromkes353
      @maartenromkes353 11 месяцев назад +1

      Realistic.. crash on an unknown planet and build a megabase on your own..

  • @Sophrv
    @Sophrv 11 месяцев назад +4

    base

    • @CFHoneyBadger
      @CFHoneyBadger 11 месяцев назад

      So this base is based? 🤣🤣🤣

  • @Arch4ng3I
    @Arch4ng3I 11 месяцев назад +1

    Why didn't you use nuclear power for this base? It seems like most of your city blocks are dedicated to power production, and the nuclear reactors would almost certainly reduce the number that you would need.

    • @Dawnseeker_Ch
      @Dawnseeker_Ch 11 месяцев назад +2

      I dont know the answer for sure but I'm suspecting it has to do with calculations/ups. Solar panels/accumulators use a trick in coding to all be factored at once, making it a low pc requirement to run. Nuclear, while potent, will require more calculations for fluids, supplies, trains, etc. Most megabase-thinking setups use a lot of solars for this reason, to preserve game speed via UPS.

    • @sullenskulls9709
      @sullenskulls9709 11 месяцев назад +5

      @@Dawnseeker_Ch He did say in the video, that the reason for only solar, is that all other power forms require access to water. So, one less headache to worry about.

    • @dand3116
      @dand3116 11 месяцев назад +2

      ⁠@@Dawnseeker_Ch the solar calc is a simple one. No trick. Just that each panel outputs the same power at the same time. Accumulators are basically the same. Therefore the calc is NumPanels * kw. (I cant recall atm how much panels put out).

    • @ThatOliveMrT
      @ThatOliveMrT 8 месяцев назад

      1) current build uses no water
      2) idk about you but my 2x2 reactor is dummy thick and wouldn't be able to fit in a city block. You'd either have to get a good design or change how city blocks get distributed for this one edge case

  • @GenericKen000
    @GenericKen000 11 месяцев назад

    How are you automatically adding trains and cargo wagons to the system?

  • @jmatya
    @jmatya 11 месяцев назад

    Could you maybe link the previous timelapse video as a clickable card to the video? Might bring some clicks as well

  • @BCase56
    @BCase56 11 месяцев назад

    love this

  • @rolandoabu4115
    @rolandoabu4115 Месяц назад

    hello where can i download the city block blueprint for this?

  • @ZiomekM
    @ZiomekM 11 месяцев назад

    Leave it running... it will be a great stress test for your PC 🤣

  • @dogefort8410
    @dogefort8410 10 месяцев назад

    Am I wrong to want to see different speed runs of different auto mega base designs?

  • @user-dh7or2lx7v
    @user-dh7or2lx7v 11 месяцев назад

    Question? Given enough space, will the blocks form a fractal?

  • @arjanb7158
    @arjanb7158 11 месяцев назад

    I am *so* going to copy locomotives in the middle

  • @Sim1st3r
    @Sim1st3r 11 месяцев назад

    is there a way to connect logic from the accumulator system to the switches, for example if charge =50% the refinery switches shut off and then if 40% the steel smelter switches cut off and so on. I'm sure its doable but a cool self preservation measure.

    • @Nilaus
      @Nilaus  11 месяцев назад

      Already implemented in the base 😉

  • @gazjaz2010
    @gazjaz2010 11 месяцев назад

    wondering if the plotter logic circuit / logarithmic spiral could be adapted to hexagons

  • @Mage_man
    @Mage_man 11 месяцев назад

    add miner blocks instead of infinite chests unloading resources to trains? Not sure if there is a way to just tell the base to expand if it runs low of materials

    • @Benabik
      @Benabik 11 месяцев назад +1

      The trick is detecting where you can put miners and oil. It’s not impossible, but it’s rather difficult.

  • @VAL9THOU
    @VAL9THOU 11 месяцев назад

    The supreme goal of Factorio players is optimizing so much they don't even have to play the game anymore

  • @interficiabo
    @interficiabo 11 месяцев назад

    Functionality, what is the difference between letting the power crash and shutting down a base recource production? The shut down just propagate through the entire factory and take a long time to return to true creating false demand flags the whole time while doing so. Could you just set the min power level higher like 75% to completely resolve this issue?

    • @Pystro
      @Pystro 11 месяцев назад +4

      *Firstly,* power crashing to a brownout *affects logic combinators,* which would almost certainly throw off the brain. (Or at least the "we need power" SR latch. This exact thing happened on stream with one of the first power detection designs he tested.)
      *Secondly,* you actually seem to have it the wrong way around. Having the _whole_ factory shut down _at once_ (or slow down at once) is a condition from which recovery is pretty much instant (because all the stockpiles in the train stations are neither filled nor depleted). Shutting down -let's say- only the steel production will cause the steel stockpiles to be depleted during the night, because all steel consumption will continue running at full speed, and thus selective shutdowns will actually need _some_ time to recover.
      However, the blocks that Nilaus shuts down (iron plate, copper plate, steel plate, bricks, oil refining) all *take in only raw resources.* And meanwhile, the whole rest of the factory will keep working unaffected for _some_ amount of time (which it wouldn't do if the power crashes completely). So he (or actually the brain) has to over-build these smelter blocks (in order to allow them to catch back up to demand after they've been shut down), and he has to over-build the blocks that provide the raw resources. But not the science labs and everything in between.
      *Thirdly,* yes, you could avoid over-building these "smelting" blocks by changing the power cutoffs. Having the factory build new solar blocks once the power drops below 50% means that (after the solar blocks are brought back up to spec) only 50% of the accumulator charge is used to bridge the night, and 50% is merely an emergency reserve to avoid total shutdown when the charge drops below 50%. (This is assuming that the factory can bring the power fully back up to the 50% specification every time it drops.) So, with a cutoff at 50%, the factory should build twice as much power production blocks as are needed.
      If you changed the condition for building more solar blocks to 75%, the factory should build 4 times as much power blocks as needed. But in return you could change the cutoffs for the smelting blocks to 25% and know that they should basically never turn off (and thus won't need to be over-built).
      So, these cutoffs are always a compromise between
      --- fully guaranteeing that the power never crashes completely
      --- over-building the solar city blocks as little as possible
      --- over-building the smelting blocks as little as possible.
      Do the cutoffs that Nilaus chose give the optimal balance? Almost certainly not. But they do the job _well enough._

    • @interficiabo
      @interficiabo 11 месяцев назад

      @@Pystro Thanks, that was very informative. I definitely had not considered the SR latches interaction.

  • @sourcererseven3858
    @sourcererseven3858 11 месяцев назад

    "Tabu" is the German spelling of taboo and Wikipedia says it's the historical spelling as well, so it might just be that German, and probably others, never deviated from the original spelling while English did.
    So the technical term might have been loaned from one of those languages (Japanese does this a lot, many terms in Engineering and Medical fields are German loan words), or it was established and frozen in technical literature before English changed the spelling of the colloquial term.
    It is still pronounced exactly the same as the English "taboo", with a long vowel at the end, so you using a short U threw me off until you said taboo at one point 🤣

    • @Nilaus
      @Nilaus  10 месяцев назад +1

      Tabu Search is the name of the algorithm as it is named in the seminal article by Fred Glover in 1989. Whether that is a misspelling or not is irrelevant, because the algorithm is called 'Tabu Search' in the field of Operations Research. Since that is my field and that is what I am referring to, then Tabu is the only correct way

    • @sourcererseven3858
      @sourcererseven3858 10 месяцев назад

      @@Nilaus Oh I'm totally on board with the spelling! Just some thoughts on how the spelling ended up like that (i.e. I doubt it was a mistake), plus the note that it might/should/could still be pronounced like "taboo" even if the spelling is different.
      Of course, if thousands of people only see the different spelling and consequently choose a different pronunciation, and do so consistently, then that becomes the de facto _correct_ pronunciation for that technical term.
      I wonder if F. Glover ever commented on the "intended" pronunciation, Wikipedia doesn't list it.
      Or maybe "tabu" is/was actually pronounced with a short vowel, that's entirely possible as well.

  • @rarrmonkey
    @rarrmonkey 11 месяцев назад +1

    Id like to see a version without the global roboport network with trains delivering the materials to the new block builds.
    You could also remove roboports and construction stations after they are no longer needed.

    • @O11O1channel
      @O11O1channel 11 месяцев назад

      Theoretically possible. Requires handling both removal logic, and adding a massive complication to the expansion spiral logic.

  • @Locomotor1979
    @Locomotor1979 11 месяцев назад

    full lengt and post a link to the save off this game just befor activate the button

  • @iceteee95
    @iceteee95 11 месяцев назад

    You should try to invest time in learning Space engineers (the Game) 😅

  • @JarPlace
    @JarPlace 11 месяцев назад

    when chapters?

  • @yasielfranchi
    @yasielfranchi 11 месяцев назад

    blueprints?

  • @DarkCrimson25
    @DarkCrimson25 11 месяцев назад

    Can you do that on a death world?

  • @snowts
    @snowts 11 месяцев назад

    I think the true White Whale for Nilaus will be when he automates cliff removal in production rather than in pre-development planning :)

  • @arkatoreus9422
    @arkatoreus9422 11 месяцев назад

    Possible blueprint?

    • @O11O1channel
      @O11O1channel 11 месяцев назад

      They're in the save games over on his Patreon

  • @koppadasao
    @koppadasao 11 месяцев назад

    7500 hours? You do know that a year only contains 8000 hours?

    • @americankid7782
      @americankid7782 11 месяцев назад +1

      That’s what happens when you play the same game for 6 years lol

    • @koppadasao
      @koppadasao 11 месяцев назад

      I know... I've played Sid Meier's Civilization for more than 20,000 hour, but that's over 30 years now.@@americankid7782

    • @SirusDiarota
      @SirusDiarota 11 месяцев назад

      And?

  • @PEDASYT
    @PEDASYT 11 месяцев назад

    Can we get a full list of mods please ? I know those 2 are the important ones but I see some other things like those number displays that I like :)

    • @MrMe917
      @MrMe917 11 месяцев назад +1

      the number displays are "nixie tubes"

    • @cyberkraken1606
      @cyberkraken1606 11 месяцев назад +2

      If you grab the save game off the patreon you can sync mods with save which would then allow you to download and enable any and all mods present within the save, then it's as simple as making sure you have a blueprint of the initial city block, the brain if you will, and opening up a new world with no resources, no caves, no biters, no trees, slap down the brain block, put items where they are needed to make everything work, and press the big green go button to then start the whole thing off building itself, the downside is the fact that half the game is not included in this as there is no resources to collect and everything you stamp down is just spawned in not built in any way, nor does this handle biters in any capacity

  • @victoref
    @victoref 11 месяцев назад

    hmm sounds danish

  • @egornick9206
    @egornick9206 11 месяцев назад +1

    Josef

  • @insubordinategoy7466
    @insubordinategoy7466 11 месяцев назад

    Your too smart to waste your life playing games.

    • @babyplum2837
      @babyplum2837 11 месяцев назад +4

      This ain't just no game pretty boy

    • @Dawnseeker_Ch
      @Dawnseeker_Ch 11 месяцев назад +7

      Is it a wasted life if it pays the bills and provides enjoyment at the same time? He's said he found other jobs less fulfilling and other reasons for why he does youtube things. I fail to see the problem.

    • @SirusDiarota
      @SirusDiarota 11 месяцев назад +5

      You're.
      Also, you've been here since 2013, needed to have seen the video, clicked on it, then typed this comment to tell someone who has an active patreon, and links to developers, "they're wasting their lives".
      Stick to your "big gay playlist" next time, buddy.

    • @americankid7782
      @americankid7782 11 месяцев назад

      He isn’t wasting his life. He does this in his free time and makes money from it.

    • @Nilaus
      @Nilaus  11 месяцев назад +10

      Thank you, but I am too smart to waste my talents dying slowly in a corporate hellscape, so I have taken my academic passion for logistics to a place where it is appreciated and can be applied: gaming and RUclips

  • @yasielfranchi
    @yasielfranchi 11 месяцев назад

    blueprints?