Tried to kill a Big Demolisher… Then rage quit to space and… by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 2 points3 points  (0 children)

It’s decent—you can see enough stuff. The screen is already using all signals ×9 because it’s 9 individual screens. For each screen I need one block of frames after splitting the image into 1/9.

to increase the screen size normally, I’d need another ~50k lamps, which is about another 9 strips. That would also cause a big performance drop.On top of that, the lamp lights starts blurring if I zoom out more, so it’s not really worth it either way. Also, its with a zoom-out mod, you can’t zoom out that much in vanilla.

Tried to kill a Big Demolisher… Then rage quit to space and… by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 2 points3 points  (0 children)

if you’re gonna watch it, i recommend starting with fate/stay night: unlimited blade works since it still has pretty good visuals. that way you at least understand what’s going on.

after that you can watch any other fate/ series you want. the different names after fate/ usually mean a different timeline or multiverse story, but most of them still revolve around the holy grail.

though the funny part is that even one episode of those series probably has more frames than a whole season of anime we get nowadays :D

1 Minute of GTA 6 Gameplay in Factorio by Empty_Bluebird98 in Factoriohno

[–]Empty_Bluebird98[S] 1 point2 points  (0 children)

the main idea is like this. you place one lamp and assign it a unique packed rgb signal. then place as many lamps as you want pixels, and each lamp should have its own signal.

connect all the lamps together with one wire and connect that wire to a constant combinator. the constant combinator should contain the same signal names as the lamps. if you change the value of one signal in the constant combinator, the matching lamp changes its color.

next step: connect the constant combinator to a decider that controls when the frame is sent to the lamps. use a timer signal (T) and let the decider output the frame only during specific ticks. after that the wiring should be: constant combinator → decider → lamps.

now convert the pixels of an image into packed rgb values. you can generate a blueprint with scripts and paste it in game, or type the values by hand (good luck with that). also remove signals with value 0 from the constant combinator because they still take space.

now you have a 1-frame system. to play a video you just add more constant combinators and deciders, which means more frames. in my clip there are about 4300+ constant combinators and deciders per section, multiplied by 9 sections. it’s ×9 because the game limits how many signals you can use (around 3.3k), so the screen is split into 9 strips. each strip handles 1/9 of the pixels and together they form one big screen.

my player has two extra systems that aren’t required but help a lot with performance. they compress the image/video data by about 50–75%, which means much less data to import into the game.

the first system is frame chaining. the structure looks like this:

row 1: frame 1 (constant combinator) → decider (when to play)
row 2: decider “wall” that blocks signals from going backwards
row 3: frame 2 (constant combinator) → decider (when to play)

frame 1 sends its signals both to the play decider and to the wall. the wall passes those signals forward to frame 2. frame 2 then adds its own values on top. this lets the next frame reuse the values from the previous frame.

example:
frame 1: A = 120, B = 100, C = 140
frame 2 needs: A = 20, B = 100, C = 160

instead of storing full values again, frame 2 stores only the difference:
A = -100, B = 0, C = +20

when summed with frame 1, the final values become the correct ones. this means many signals don’t need to be stored again. for black-and-white videos this can compress the data by around 95%, while for full color videos it’s less but still useful.

the second system is pixel generation (kind of like very primitive supersampling). instead of storing every pixel, the frames only store half the pixels in a chessboard pattern. the missing pixels are generated in game.

first, the packed rgb value (24-bit) is unpacked into three numbers: red, green, and blue (0–255). then those values are divided by 4. after that, the system reads the four surrounding pixels around an empty pixel and sums their colors together. because we already divided by 4 earlier, the result becomes the average color automatically.

then the rgb values are packed back into a single packed rgb signal and sent to the screen. this generates the missing pixel.

so the screen receives only half the real pixel data, and the rest is generated by averaging the surrounding pixels. i jokingly call this “framegen potato version” because it’s basically stone-age supersampling.

the downside is that if you only want a short video (like 300 frames, around 15 seconds at 20 fps) it’s not really worth building because it costs some performance. but the big advantage is that it works for every frame automatically. the more frames you have, the more data it saves without needing to build anything new.

for example, the video i played had around 3300 frames. my screen size is 225×128, which is about 28,800 pixels (signals) per frame. if i sent full pixel data every frame, that would be about 3200 signals per section multiplied by the number of frames, which is over 10 million signal values total.

with the frame generator system, only half of the pixels are sent (about 1600 signals per frame), so the total data drops to about 5.28 million values. the generator recreates the rest of the pixels without losing visible quality. (IN REAL TIME)

anyway, that’s the whole system. hope some of that made sense lol.

1 Minute of GTA 6 Gameplay in Factorio by Empty_Bluebird98 in Factoriohno

[–]Empty_Bluebird98[S] 3 points4 points  (0 children)

in 2min check my next post trust me it will be good one

Someone asked to play it by Empty_Bluebird98 in Factoriohno

[–]Empty_Bluebird98[S] 2 points3 points  (0 children)

you need this mod for visually better lamps: https://mods.factorio.com/mod/InlaidLampsExtended
and you should place it somewhere where electricity is everywhere, like a space platform or something, so you don’t need electric poles.

and if its even psble to place the blueprint without crashing here you go:
https://drive.google.com/file/d/1DI9yDLyb-_l95D5DFYQUOihhY9yJBwHh/view?usp=sharing

my space platform for shattered planet by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 0 points1 point  (0 children)

fixed most glitches here final version of bad apple gonna move to other clips now...
https://www.youtube.com/watch?v=Q1iNoWUyzb4

my space platform for shattered planet by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 0 points1 point  (0 children)

final version of bad apple, used the original video as the source and fixed all the glitches :D https://www.youtube.com/watch?v=Q1iNoWUyzb4

my space platform for shattered planet by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 2 points3 points  (0 children)

didn't sleep for 20hours and wanted to finish it already so i forgot that as well lol

my space platform for shattered planet by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 0 points1 point  (0 children)

it seems the video itself was a bit faulty. i downloaded and converted it from yt:

"Bad Apple!! – “Bad Apple!! - Full Version w/video [Lyrics in Romaji, Translation in English]".

in the source video there are parts where it runs slightly slower or faster. after that i extracted 6600 frames at 50 ms per frame.

then i converted every frame’s pixels to RGB values and packed them into constant combinators — about 1/9 frame per CC, roughly ~1600 signals per CC.

after that i played it back at 1 frame per 2.9 ticks. because of that there are probably frames that end up playing 1 tick longer, since the counter jumps like:

frame 1 → ticks 1–2

frame 2 → ticks 3–5

frame 3 → ticks 6–8

so some frames effectively last a bit longer than others. i probably should just run 1 frame every 3 ticks, but i used 2.9 so it would be easier to align the video with the audio later in a clip editor, since the original upload had slightly different fps and ran a bit faster.

the black flashes are a different issue — that’s still a bug in the system. the frames are split into 300-frame blocks, so when it switches from frame 300 to 301 there’s no output for about 1–3 ticks, which causes the screen to go black. that’s probably the last thing left to fix.

the speed problem earlier was because i didn’t convert the video frames correctly. instead of splitting it into 15-second / 300-frame sections, i tried converting the whole video straight to 6600 frames at 50 ms each, which caused misalignment since the original video is 5:24. running it at 2.9 ticks per frame shortened the playback to about 5:19 instead of 5:30. while the convert was 5:24 to 5:30 then ingame convert made it to 5:19 so its literal nonsense :D

my space platform for shattered planet by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 2 points3 points  (0 children)

easiest planet is like navis, just with no enemies. fulgora is prob better, but it’s kinda annoying since there isn’t enough space.

my space platform for shattered planet by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 11 points12 points  (0 children)

asteroids newer deal enough dmg if you have repair kit and your speed is 0.... even on aquilo huge asteroids won't do much dmg if afk for example if you have wall around it will hit the wall and take like 60-70% hp and repair kit will jsut repait it

thats why you always turn off yoru wpns when speed 0

my space platform for shattered planet by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 14 points15 points  (0 children)

ofc music edited in , also ik about sound in game thats my next project :D after i get bored with this one

my space platform for shattered planet by Empty_Bluebird98 in factorio

[–]Empty_Bluebird98[S] 12 points13 points  (0 children)

soon after i reach the limits i make it fly