Raycasting engine in Factorio 1.0 (unmodded) [video]
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With this kind of weird experiment, you'd just go for the first option.
(So far I've just played some of the tutorials and the standard game scenario with minor settings tweaks.)
Still, we are far enough research and rsource vise it's no longer a problem (there were quite a few close calls before). Our automatic defense system looks like this, going from no-mans-land to the base:
* checkerboard pattern of walls, effectively "dragons teeth" as used on many 20 century fortifications * double concrete wall * laser turrets * a conveyor belt with depleted uranium munition for gun Gateling gun turrets & artillery cannons (each on one side of the belt) * Gatling gun turrets firing depleted uranium munition * flamethrower turrets feeding from the closest oil deposit * piping for the flame turrets & power poles for electricity supply * an artillery cannon feeding from the belt & automatically attacking anything that strays into the no mans land * base stations for construction robots to repair the damage that still occurs, even with such a rather crazy powerful setup
Still, this actually just "holds the line"! Conquering any additional are from the aliens would be still rather hard, with more and more bugs spawning as you try to attach their nests. Well, then we found out Spidertron (a giant spider like robot players can ride) can fire nukes.
The end result is pretty much the ultimate industrialized warefare - a player boards Spidertron stocked with nuclear warhead tipped rockets and proceeds to the are to be cleared, the fires nukes at targets as appropriate. This will clear the nests bug will make many of the survivors very angry - some of them can even take an indirect hit by the shock wave and still charge at you! You can install some close-in laser defense on the Spidertron but it's still a rather dangerous job. The end result - a new area with new juicy resources & space for new factory complexes, totally pockmarked with with burnt out crates from nuclear blasts! These scars apparently never go away (unless you pave them over) you will always see where a nuke has gone off.
Next you place the defenses as described above on the new perimeter (preferably as short as possible, creatively making use of water that can't be crossed). The build new railway lines and build mining outposts connected to those, to feed you smelters and processing plants.
On the place that remains you can place various processing, research, manufacturing complexes, rocket launch silos - or build a computer that runs a game engine. ;-)
Fed by trains bringing resources over endless nuclear scared wasteland and protected by ever vigilant wall of death.
I am only half way through the book, so this might not be THE alien computer from the book, but still fitting.
To make a Minecraft analogy that more people might understand, is it closer to redstone or command blocks?
It was fun figuring out how to make an automated system that feeds nuclear reactors with fuel to supply my base with just the right amount of steam for the generators, signaling an alarm in case of over utilization.
So something in-between.
When Factorio items are wired together with signal cable they have a few different operating modes. You can specify what objects are requested from a delivery network and what items are taken from a chest, or if any are to be taken at all. So this solution involved chests being filled with various items that have a specific color on belts, and then staggering pulls from the chests to place on belts in such a manner as to make pixels.
Those commands were issued by combinations of the constant signal block, the comparison/decider block, and the arithmetic block. I would say those entities are between NAND gates and pre fabricated if/else or for loop constructs.
There are three types of combinators: arithmetic, decider, and constant.
Signals have a channel name (one for each item type and a few dozen other options) and an integer value.
Arithmetic combinators can perform arithmetic operations on one or all signals with one signal and a constant integer, or two signals.
Decider combinators perform comparison operations.
Constant combinators emit constant signals on a given channel.
There are also abilities to detect state on some other items and cause behavior to change, the equivalent of observers, dispensers, pistons, etc.
Mid to late game you also get construction and logistics bots. The former allows you to copy/paste groups of machines (bots will make them), and the latter of which just makes sure you have things that you need in your inventory. Bots speed the game up quite a bit.