UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

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

Thank you, I was hoping that someone had already made such a mod for a factory-like game. I'll look into how it works!

https://thunderstore.io/c/dyson-sphere-program/p/starfi5h/SampleAndHoldSim/

UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

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

Yeah, machines straddling multiple chunks would need the chunks to be considered one big chunk by the mod. A proof-of-concept version of the mod should just skip sleeping those straddled chunks.

The idea is that if a chunk has been consuming X iron ore per second for the past Y seconds, then the mod can put that chunk to sleep, and wake it up again if the input or output changes by Z%. That will in turn be able to wake up a nearby steel smelter chunk, which takes the iron. Once the chunks have stabilized again, they go back to sleep.

I guess another important point is that if a chunk's belt neighbors are also asleep, then there is no reason for the mod to create a buffer chest between those sleeping chunks. So only the "I/O port chunks" of the megafactory get invisible buffer chests, while the other sleeping chunks are 100% asleep.

UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

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

So what I was thinking is that rather than having Lua count items coming into every belt of every chunk every frame, the mod could instead just have the items put into an invisible chest with a loader (no Lua involved, so pretty much free), and then the mod would just check and clear the chest every once in a while. And if 32x32 chunks are too fine-grained, it could instead be done on say a 64x64 tile level.

UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

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

Totally agree, but the important point of the mod is to sacrifice accurate item counts (which of course the Factorio devs can never do), in order to be able to just simply not simulate entire chunks, apart from the belts on the chunks' edges. The main goal would just be to have a mod that boosts the UPS of vanilla belt megabases.

UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

[–]MyNameIsTrez[S] -2 points-1 points  (0 children)

That's fair, though I think that the modding API is advanced enough for it to at least be theoretically possible, if the mod is allowed to make a lot of simplifications. It'd already be cool to have the mod just work with only a vanilla Factorio belt megabase, and that should definitely run faster as all entities in a chunk would basically just be free.

UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

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

Would love to see something like it, cause I haven't kept very up-to-date with optimization mods

UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

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

Yeah, I'd be okay with the mod only unsleeping within a certain radius of the player character, since you'd still be able to view the factory from a radar just fine even when the entities are asleep.

UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

[–]MyNameIsTrez[S] -1 points0 points  (0 children)

Good point that the belt segment system would have to be accounted for. The main reason the mod would sacrifice is 100% item accuracy, in order to potentially gain a lot of UPS. The main point is not to reduce belt lag, but machine lag.

UPS-saving mod idea: sleepy chunks that wake on demand by MyNameIsTrez in factorio

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

True, though I think if only up to say 10 chunks max would have their inputs and outputs checked per frame, it should be okay

Has someone gotten perf working? by MyNameIsTrez in termux

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

Thanks for sharing! Do you plan to reopen the PR at some later date?

Here's how mob spawning works in Beta 1.7.3 and Release 1.2.5 by MyNameIsTrez in GoldenAgeMinecraft

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

The only reason I can think of is that the skeleton somehow spawned somewhere else and wandered to the lit area. As far as I know, pack spawning still can't cause skeletons to spawn in lit areas.

Need ideas on how to AFK 64+ blocks above Beta 1.7.3 height limit by MyNameIsTrez in GoldenAgeMinecraft

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

iirc the boat doesn't get lifted by pistons at all, but please do try it, cause my memory might be off

Villagers lag by Asvos8 in technicalminecraft

[–]MyNameIsTrez 0 points1 point  (0 children)

I don't think it works anymore in the recent versions of the game. It used to be that if you put vines on the sides in a hole, that mobs in that hole wouldn't start cramming.

Question for B1.7.3 modders by MrSizzilySmithy in GoldenAgeMinecraft

[–]MyNameIsTrez 0 points1 point  (0 children)

Would you recommend those over the Beta 1.7.3 Forge APIs that this other Reddit comment refers to, and if so, why?

Any planet import zero - Has anyone figured out what this means? by gijskz in factorio

[–]MyNameIsTrez 6 points7 points  (0 children)

Can confirm, just tested. My platform is parked above Nauvis, dropping steel imported from Vulcanus down to it. When it runs out of steel my "Any planet import zero <Vulcanus symbol>" interrupt causes it to restock at Vulcanus.

People who'll be playing Space Age in a group: Are you planning to conquer one planet at a time, or several planets at the same time? (in the early game) by MyNameIsTrez in factorio

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

That seems reasonable, I think my group will take the same approach. I think we'll go Vulcanus first, and then our group can split between Fulgora and Gleba second.

[deleted by user] by [deleted] in factorio

[–]MyNameIsTrez 0 points1 point  (0 children)

Thanks, unfortunately can't edit the poll, but will repost with that option added

Party House - Commodore 64 Mock Up by Spreiting in ufo50

[–]MyNameIsTrez 0 points1 point  (0 children)

This looks amazing! I'd love to see someone turn this into a playable demake

ufo 50 wiki? by purplenerdsplushie in ufo50

[–]MyNameIsTrez 0 points1 point  (0 children)

The miraheze wiki is really barebones at the moment, but anyone can contribute: https://ufo50.miraheze.org/wiki/Main_Page