This project is an academic recreation of the factory game Factorio taking additional ideas from Dyson Sphere Program.
I created it as an exercise to see how far I could optimize the basic concepts and algorithms of the genre in terms of performance, while allowing myself minor changes to the games' rules. Another goal that emerged along the way, was learning about the way modern CPUs actually work.
Currently I adding beacons and thinking about how to efficiently add logistics bots. Then I want to build a comprehensive suit of benchmark test to show if/by how much I was able to improve performance.
I was playing the above games and started being unable to expand due to performance issues. So in my hubris I declared: "How hard can it be?".
Place Power ProductionBlueprints so I can actually do perf testsPermanently running replay system, so I can easily recreate crashesTest harness for replays, to ensure they do not crashAutomatic insertion limitAssembler Module SupportWorld listener support (i.e. update whenever something changes in the world, for power, beacons and inserters)- Lazy Terrain Generation
Assembler Module FrontendAssembler Power Consumption Modifier SupportBeaconsFIX Beacon Flicker due to lowering power consumption when beacons are unpoweredStorage Storage InsertersScience Consumption in LabsInserter connections to labsDebug insertersProduction GraphsLiquidsMap ViewTechnology- Mining Drills
Underground belts- Fix Underground Pipe connection breaking/overlap
- Place Steam Turbines
Splitters- Allow Belts of different types to connect to one another
- Decide if I want beacons to match factorio behaviour or keep the hard switch on/off
Ore Generation- Add tile requirements for buildings/recipes (for offshore pump)
- Bots
- MAYBE: A canonical version of the simulation that can be used for diff testing (and as some weird documentation of the mechanics I suppose)