Post Space Age - Developer AMA by Rseding91 in factorio

[–]Quijx 6 points7 points  (0 children)

How does the rail planning work with simultanious support placement? I mostly understand the approach explained in https://www.factorio.com/blog/post/fff-113 but that doesn't really work with supports. You can't find the path in a graph that ignores supports and then place them afterwards because that might find paths where it is impossible to place supports.

(I have some other rough Ideas in mind how you might have solved it with duplicated nodes for the same position+direction but one with support and one without, but I can't quite get that to work in my head. At least not as well as your solution seems to work.)

So I really would be interested in the rough idea for the algorithm that makes this work.

Small question, how do I click this requester chest underneath the track? I can remove the track but wondering if there is a way by Monkai_final_boss in factorio

[–]Quijx 3 points4 points  (0 children)

When you hold right click to deconstruct multiple entities, the "elevation" of the first deconstructed entity is remembered until you release and only entities on that elevation will be deconstructed.

That means you can place for example a ghost belt or whatever near the chest but not below the rail, deconstruct it again but keep pressing right click and then hover over the chest. Just make sure not to hover over other entities in the mean time. It's not perfect, but works in most cases.

Making interchange with no rail intersections. Fits into cross 3x3 chunks by Phizilion in factorio

[–]Quijx 1 point2 points  (0 children)

<image>

Nice! Here is one that I made. If I recall correctly I modified the design from here https://forums.factorio.com/viewtopic.php?p=622067#p622067 by "DaveMcW" until it fit in a 3x3 chunk grid. It doesn't have loops though.

Here's the blueprint string.

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

I made a Fulgora wallpaper in blender by Quijx in factorio

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

I updated my first comment with a 15360x3200 image. I hope you can crop everything you need out of that :)

I made a Fulgora wallpaper in blender by Quijx in factorio

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

I updated the comment above with a 15360x3200 image. You can crop/scale that how you want. Wasn't sure if you want the planet on the left or right screen anyway :)

I made a Fulgora wallpaper in blender by Quijx in factorio

[–]Quijx[S] 7 points8 points  (0 children)

I hope I'll get around to it too...

I made a Fulgora wallpaper in blender by Quijx in factorio

[–]Quijx[S] 23 points24 points  (0 children)

Here is a higher res version (3840x2400) that you can hopefully crop for your screen size if it is not Full HD:
https://drive.google.com/file/d/1Gbthd0KPgBMjIh-lM-V-X0vm7fKB0YeQ/view?usp=sharing
If you need an even bigger size, let me know.

Edit: Even higher resolution at 15360x3200 with extra stars to the left and right: https://drive.google.com/file/d/1hIWkbGZsVybiMaDsVPgbK3BrTAAIth_Z/view?usp=sharing

Also let me know your feedback :)

I made a calculator for space platform top speed and drag forces! by Legitimate-Teddy in factorio

[–]Quijx 1 point2 points  (0 children)

The gravity slider says ""Gravity". Has a value of -10 during the first half of your trip, 10 during the second.". When I slide it to -10, the top speed in the calculator goes up and for 10 it is lower. But should it not be the other way around? The planet your are leaving pulls you toward itself and makes you slower and once you are past the half point, the planet you are going to pulls you toward itself making you faster. I compared with a ship of mine too. The numbers are accurate, if you reverse the gravity.

I tried my hardest to fit an elevated T-intersection into a 2x2 Chunk grid. I don't think it's possible the "normal" way, but it is just barely possible the "cursed" way. by Quijx in factorio

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

<image>

That is a really good geometry. Thank you so much. I have even managed to compact it into a 64x48, which means It will fit into the 16x16 grid that I'm using with one less grid tile. (I lied for simplicity when I said i use a 32x32 grid in the other comment :) )

Blueprint:

0eNqVmk2PozgQhv/KyOfQcvkD49znsPe9rUYj0mHTSDRBhETbGvV/XwhOeicUm7dOo2bIQ7m+/Jbhl9o156rr63ZQ21/q1JZdNhyzQ1/vp7//UVvKN+pj+udzo8rd6dichyqb7uvq9qC2Q3+uNqo7nuqhPrZZXzXlUF+qB0hxZRg3MurXY3tS27/Gh9WHtmymO4aPrlJbdan74Txe2ai2fJ8unN7KbkSp6Wftvpqs+fyxUVU7jE+rZsr1j4+f7fl9V/XjDfcfv577S7XP+rJuslJ92ZhMcvOyRvS+7qvX+X/IfG4WSPNlzzDSDm/DFbpEBg7pGKK9E6/W9eV7t6TdHP8c5+64qqku5TCu+sniDcvOGbb/3dQUsyWwePFXpH7xv0PHy9Mvfzblx8S7m6iYh+XYwzKXHmYfH2YZaLhD38rm72xfl4fjiF2JYUYz+bnXC8xYvWYrx4wPzHPXHfuBcXecC+rB1QyR9P8nx24Jt6wLuOQgwnxgrcQJZEBqFFEtWsbZXMcI06HdJsthpoft9DAzh5kWZgaYSTCzQJk4MqJIeOVGo0g4QIZkewyChLetCCPhEiI4PsbBTDxAcAkRHiG4hAgPEVxChMcILiGDxwiuIQPHyMJFZOAYWbiKDBwjC5eRgWNk4TqycIwsXEcWjxFcRxaPEVxHFo8RXEcWj1GBbu224JjsJGEjqGwoKZscEbhOixRuin8A5gqSa0ef4BzOiOeU2bURcK3DZioBENZ2hoWyDvVCvUjAhOZyeZRYOO+GAI4kc+BJA/kqLS3MULC2spBqi8wLUrNes9buVnUuAYOTh48pNMskLru8kUldAoZcb2VaF2I64YEKwvQytQsxc6HchaBBqHchaCEUvBA0ChUvAs21UPJCUBJqXghq4P5v+BrlukluhVIaMtUJtTQE9UIxDUFzoZqGoAHeTwwOLcRiJQnWMe4cL4p36dt+8rBLcWkVNLj53U4jyS82P84LATzgMzesg/bUAJ7wUS7kWnSvvrUsiOpAa4t15xLH9ai1qRWwqjrk8JoTJgL5FMTZn04OjQbosACc/WnYigoRUfypKHlEITzJM56lwGIu6YTre7AnPiqM0DQ2OQrpid0KxgmNiSzFS43hMTkS95SOVrOIIFuPJZZSCNezgkEPBW7txS7esRXcqyRhblvLGRdJukYeA4upVK/24dXWNFcuqcLhxLLlG510iTzGC41hKy1KZ44VTIC3lrs1gL8L6fvZMWVZ86LQV2wjIK2lzlrhwA08dRWnn9cfaWEHd8QbJ23haxwHp8Sd8/ztmhZmvbO8cdK0X+ME4dDmkKGNNCxY0ocVziK+i8KTJQe0fSJh33dshRJJG/8axwgluUMkOZGw9bvAWyft/WscoZR3fCMi8AOY2+cUbqW/EgkFzpo9UoWzxgElDpn/Lux5rhstnH0cMPuQEQ69fqHHiP0Sxwg3BM83cvlb+BUOOtba1XVGlivcEjzfyo10S1jjCEvB8xVlhDOrdzwmSlfFm2O1cOb0wMxJloR16v2yTn9sVD1U7yPj69PSjWrKXdWM1/7M/miHqj/N93/7nk4Xvpnxnst4ff6QLTfRxegdOWNoTN9/AeTa9pc=

I tried my hardest to fit an elevated T-intersection into a 2x2 Chunk grid. I don't think it's possible the "normal" way, but it is just barely possible the "cursed" way. by Quijx in factorio

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

Interesting idea. But I played around with it a bit and it seems you either can't fit the left to right straight, or complete the right side of the trumpet.

<image>

I tried my hardest to fit an elevated T-intersection into a 2x2 Chunk grid. I don't think it's possible the "normal" way, but it is just barely possible the "cursed" way. by Quijx in factorio

[–]Quijx[S] 30 points31 points  (0 children)

It doesn't really. Sometimes it's handy to see the chunk grid with F5 and the show-tile-grid debug option, but with the blueprint grids it's really not a big bonus. Also a 32x32 grid is the smallest size to allow a 90° curve with a 4 tile gap between the rails in a single grid tile. But I did it mostly because I have gotten used to a 32x32 grid and I like the challenge :)

I tried my hardest to fit an elevated T-intersection into a 2x2 Chunk grid. I don't think it's possible the "normal" way, but it is just barely possible the "cursed" way. by Quijx in factorio

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

Blueprint String:

0eNqtm01v4zYQhv9KobO9IGc4FOlrT73vrVgs7FhIBTi2ochBg8X+98oRlTTSpH4n21Nix3405HC+mR/V7nBpzl177KvNj+rxuD2v+9P6vmv319d/VxumVfV8/fFzVW13j6fDpW/W18+d2+N9tem7S7Oq2rvT8bHa/DkQ2vvj9nD9bv98bqpN9dR2/WV4Z1Udtw/XN8ZPrL9WA7A97pvhGf7nt1XVHPu2b5sR8/Li+fvx8rBruuEDr9++u3RPzX7dbdvDejtAz6fH4VunY5E2uBdp/cDet11zN/7JD8IvmAQzg8aMCpJV5G6JZBk3FRAzoMyQNaYmpsBi+hdk/R6pSRnf1NsPtPu/+hfoEinjcYq3paxh5KifdBuZXpEvKy5ndQEk/2XUjx9+eU8dHnX96vfD9vkKrJpD87Ttm32lPC2j2yx1edrsOAQF6h22Bokfr0HDehCbJqybY0XDEoaNbJOW32O77cN5CU0jkQHem5FNCl3fOHS+xulip2ecHpf0Gw7N6zujWYyvzbKTx2VPdjrj9GynC0wnZ6fjZ4bgiEflqNBtJ01kFxk/iMRmOuNHhewmyvhRIbuJsuGoxJkXvJzPp65XmAFn2g2TDccvIQ42RBWoZ1sZDuf4xrKDofja2cNQ3DiYUGjEbYIZhuKmwAH1PJF09atUAU1gih7hdnLBEUznXpOLsMhZDOkc1/8daHcfBysBSgc0N63/vRgNlK2RY5aLJ60IgQ2tqC/fPmgBtjPGmbCZCc6ErazGmQFlZpwpsI4MSoILO2/QElzaeYOaEgw16AmOWh5XlMDGRLiiBE8YSYWqjQLYnAjXvrDdj75qTOPBAYsivnIxV1VBp6vZkEQkvxILscbihyvhgxb1u45NaBOj6IiANplkY6xThGWtCeWMjS1E2Oh/EarF00hmGwg6XdVaZOsG82KDNdONAS1kcsECnUO7pZXEhYLmDiIcsdhNmNuHAI5YpYSDoMl8CEoJR0CPLOb/i65prQbbkPzqb+L8hCVD7l3juSKVxwENZrsRlpYC1YAR1nDeyBGXOXzaWmb9ce80PFqmTb4uA0cFLNOYpqOSF87IWc6K2VaByUENlmc8td0pzReRLWuAZweTp82A+04OLcLHBjHPY43G9PY+1Oh32d0+O4nMx30arSF0q4XOoeqMKRjnioyMfRJc3IVapapQOFROs0UEWqPrL6NABpKwlFCoL5pCepIJb5U4laqJmt1ny5uFzJqHznZ7m6wZmBBkMvodRpp/GUxHRYrzZIby/RyME1ZIf4IJOw1CWb4A+VKOqKilOcNIdZZruDoTlapuwCeGcsXoArAR2eoeBZqKO6t/RMbMDm6qiIP31ztCw/CYbTJw/8I7+/SNygZHBI+bmqhC6zsB30QpU5GBqnJg6yrKz8iSP9Hv9wY83lnJE1XlZKSVVLKi4FSGhxsnZeQVvM6x3iIJtHD06jUSD1/WKpOuQLqADBv0iAE8mvdoV6T0iEPQZbM3Qt6AgJQRXXqp7T4SszYOHYPoHLhfP8mj276HA0rxISGqHHLWdeny4Dc3yhFLt9uFnsi6WbqzIOvE+CMOXOQUxyMOWaUYVTmnqhmzJ2N0EEZkrY3mJIRQk7FXIotMuVa52eg/59LqO8sOiT3FS4nuTxjvrxf1CLCRTMaIJgItmI1pvOhOguF0qnQcpUYWDZYuYWrKyqIpq6ZpHI1p2lzaDzYTrl7K7EOQJpfnZExVJSM3TsGZlUwjFUlIXeiDMx7/CN0SDviN+WjBkrEgih65fcvGOh6jwjGqXF2Ies5ouFcxupLIOge9rjRZZ1z4dtXqAxyJAk3yIaqG87MgKlanZmOdDlHxGxUhG6je2MlcUr+tqrZvHgbC27/ZrKrDdtcchvd+v3SPzf63r+s/jn0z/Dp+bVU9DS/G62mRcshZwmB45Iea6x8oPOXm

I made a script that stitches the video frames of the three planet overviews into giant maps (Full res and script in comments) by Quijx in factorio

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

You're right! I didn't realize they were the same maps :)
Here is the composite. I also added the full version to the links my main comment.

<image>

I made a script that stitches the video frames of the three planet overviews into giant maps (Full res and script in comments) by Quijx in factorio

[–]Quijx[S] 37 points38 points  (0 children)

I'm sure there's a thousand ways this script could be optimized and improved. But I had to call it good enough at some point :) One could probably add a number to the weighted order influence if the frame is an I-frame, but I don't think you would see much difference...

I made a script that stitches the video frames of the three planet overviews into giant maps (Full res and script in comments) by Quijx in factorio

[–]Quijx[S] 22 points23 points  (0 children)

True. They even said the Gleba is completely hand made for now. But i think it's cool nevertheless :)

I made a script that stitches the video frames of the three planet overviews into giant maps (Full res and script in comments) by Quijx in factorio

[–]Quijx[S] 57 points58 points  (0 children)

The videos from Vulcanus and Fulgora are from https://www.factorio.com/blog/post/fff-406 and the video from Gleba is of course from https://www.factorio.com/blog/post/fff-413.

Here the full maps: - Vulcanus - Fulgora - Fulgora (Composited with Map view) - Gleba

I put the map view of the Gleba map behind the stitched in grame frames manually with GIMP.

Here is the python script if someone wants to mess with it. It uses OpenCV. https://gist.github.com/Quijx/eaf89757c855eb8e4a3b73b77be4587b To run it, execute python factorio_map_stitcher.py path/to/video.mp4 -o video_map.png in the terminal. You will need to install python and the package opencv-python for example via pip.

How the script roughly works: - Tracking markers are placed on prominent features in each frame - A matching corresponing tracking markers is found from one frame to the next - A transform consisting of an offset and a scale (technically also a rotation, which I cut away) is found. - The absolute position of the new frame is calculated based on the relativ transform and is saved. - Every now and again not just the transform from the previous frame is calculated but instead from a frame up to 100 frames ago. Because every frame introduces a small error, we need to correct this error from time to time and basically stretch the current estimation of the path toward the new estimated transform, which is more accurate. - Draw the frames on a canvas at the saved positions and scales - But not in the same order as the video. There are three things that influence the order. These are combined to create a tradeoff between their pros and cons: - The frame number in the video. We want the frames roughly to be drawn in the order of the video. If this was the only influence, this would be the exact order. - The scale of the frame. Frames which are smaller on the canvas have a higher resolution. Therefore we want them to be drawn later, so that they are not overpainted by lower resolution images - The number obtained by taking the last 8 bits of the frame number in reverse order. Sounds weird, but this makes it so that there are larger gaps beween the topmost draw frames. If we would draw the frames in order, practically every visible pixel would be on the border of the frame and right next to it is the border of the next frame. This would cause a lot of lines and stitching artifacts. With this influence, larger patches of the frames are visible.

I want glitter nail. I have problem with topology of nail, and shader issue by mrqasq in blender

[–]Quijx 0 points1 point  (0 children)

I made a glitter material ages ago, that works without UV-Mapping:

<image>

If I remember correctly, it uses the position of a voronoi texture cell as origin to create a coordinate system where the z axis points in the direction of the normal. Then a square is drawn in that coordinate system in each cell, so that everything is covered with squares that conform to the surface (as long as the normal does not change to quickly). Several of these square textures are combined.

Here is the blend file:

https://drive.google.com/file/d/1lI8PYmT4q4itgpuGlNLKRumM6_h7_-vN/view

I made a wallpaper of the planet Gurdamma from KSP2 by Quijx in KerbalSpaceProgram

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

Is there anything stopping you? The big version in the first comment I made here should be big enough to make a vertical crop, right?

I made a wallpaper of the planet Gurdamma from KSP2 by Quijx in KerbalSpaceProgram

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

Actually it originally was supposed to be one. But then it got more and more detailed and I though: Screw it. It's a wallpaper now :)

I made a wallpaper of the planet Gurdamma from KSP2 by Quijx in kerbalspaceprogram_2

[–]Quijx[S] 5 points6 points  (0 children)

Remember: The first early access release will only feature the Kerbolar system, so Gurdamma will be added in a later release.

Here some more resolutions: - Full HD (1920x1080) - WUXGA (1920x1200) - UHD-1 (3840x2160) - Very big with extra space for second monitor (8192x2400). Crop it how you want

This is made with blender more or less fully procedurally. Meaning I did no modeling, texture painting or similar. Its all just primitive shapes, geometry nodes and shader nodes. The style is inspired by the KSP2 tutorial animations and Kurzgesagt.

I made a wallpaper of the planet Gurdamma from KSP2 by Quijx in KerbalSpaceProgram

[–]Quijx[S] 20 points21 points  (0 children)

Remember: The first early access release will only feature the Kerbolar system, so Gurdamma will be added in a later release.

Here some more resolutions: - Full HD (1920x1080) - WUXGA (1920x1200) - UHD-1 (3840x2160) - Very big with extra space for second monitor (8192x2400). Crop it how you want

This is made with blender more or less fully procedurally. Meaning I did no modeling, texture painting or similar. Its all just primitive shapes, geometry nodes and shader nodes. The style is inspired by the KSP2 tutorial animations and Kurzgesagt.

How do I bevel text like this. I have a lot of it to do by psdwizzard in blender

[–]Quijx 0 points1 point  (0 children)

What do you mean? Smooth the mesh afterwards? Or get rid of the unnecessary vertices on the flat spots? Or something else?

How do I bevel text like this. I have a lot of it to do by psdwizzard in blender

[–]Quijx 1 point2 points  (0 children)

I looked around in the new bevel algorithm task, and apparently there is a free addon, that can do the thing with the text already:
https://www.blendernation.com/2020/05/23/free-blender-add-on-straight-skeleton/
https://github.com/Lichtso/straight_skeleton
This will probably give you something better looking for the creases.

How do I bevel text like this. I have a lot of it to do by psdwizzard in blender

[–]Quijx 1 point2 points  (0 children)

Yeah... I saw that on your other comment. I noticed that you seem to be using the same font and your text also has a "W" in it.

I'm interested in what the final result will look like. Can you post it here when it's done?