【游戏建议】能有物流控制面板就好了
异星工厂吧
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level 8
redlz2500 楼主
怎么说呢,因为不是采用物资到传送带上,而是在工厂出口由智能臂根据物流网络情况而判断是否动作,从而将成品取出送到物流区,但是这回导致一个问题,在工厂多的时候,要重新设置一个产品的物流网络限制就比较麻烦,
1、虽然说没有必要全部都重新设定,但是如果不全部重新设定的话阀值可能不满足突然的需求
2、没有全部重新设定的话难以确定最大值和最小值
3、不可能一开始的时候就设置好,毕竟设置多了会导致消耗无节制地上升,即实际需求和物流网络缓存需求同时存在,引起对基础资源的争夺
4、全部都设置后,就算同类型的都放在一起,设置起来也烦,就算独立模块化,用蓝图做也要等待烦(好吧,虽然说等待的时间占得比较多)
因此,如果能给智能臂增加一个动作触发判断多好?增加一个物流网络限定触发,在大于/小于/等于的物品的物流网络的最大值(最小值也会用到?)的时候,就执行动作,而物流网络新增另外一个面板,单独设定物流网络的值(或者叫做物流网络产品需求值),这样做相当于让所有的产品出口智能臂都统一化操作了。
好吧,我知道这个建议貌似很无聊很无用,但是如果有闲着的上官网的,还无聊得发疯的同志,把这个建议提请一下吧。
2015年04月28日 14点04分 1
level 8
[咦]其实Shift+右键可以复制设置,Shift+左键可以粘贴设置
真要做物流控制面板可能会很复杂,所以..[狂汗]
或许需要量化?[惊哭]..
2015年04月29日 06点04分 2
其实相同的东西放一起,然后需要更改了就改其中一个,红图其他的,重新蓝图重新放,这不是更方便?还不用走过去,隔老远都可以操作……这不是因为科技度不高才想集成的吗?(非量化党……)
2015年04月29日 15点04分
level 9
应该能做个控制台,然后人物进到里面按enter,进入上帝视角,范围就是控制塔里面,在里面可以直接操作图纸
2015年04月29日 06点04分 3
freeplay模式干不掉岩石,好麻烦……
2015年04月29日 15点04分
level 8
在版本0.12中,开发者打算扩展智能网络(智能网络指智能机械臂,红线,绿线)。从三方面扩展,分别是传感器;执行器还有逻辑关系判断。传感器会新增火车站传感器(可以指定物品上车),灯/白天传感器,蓄电池电量传感器,电网传感器,虫族识别传感器,手动开关。执行器新增会按照输入信号不同而变化颜色的灯,闸门,电网开关,泵。
同时会加入控制台(combinator)以集合控制信号。没有看到关于物流传感器的信息,不过起码有了一个信号集成控制平台。
2015年04月29日 07点04分 5
原文出处:http://w[音乐]ww.factorio.com/blog/[茶杯]post/fff-66
2015年04月29日 08点04分
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:会出更快的交通工具吗现在移动都是坐专列箭头火车,时速250kmph,从基地一头到另外一头还是觉得慢……省心无操作倒是不错。
2015年04月29日 15点04分
@redlz2500 没看到过交通工具更新的消息
2015年04月30日 14点04分
我都是先把东西全放上火车,再到总站用机器人分类
2015年05月10日 17点05分
level 8
redlz2500 楼主
The plans for 0.12 (Part II)
We were talking about our plans for the next big release two weeks ago. We received a lot of reactions, that having an ending where the player just becomes a rich bastard isn't enough for Factorio. That Factorio deserves better. We learned that listening to opinions of our players, mainly when they have strong arguments is a good idea. So we decided that the endgame will have a different motivation and ending. But we are quite sure that the ship building concept is a good thing, so it will definitely stay.(.12版本结尾的飞船建设,这不是什么新闻吧?)
Other thing we are planning for 0.12 is the extension of the circuit network(扩展电子信号网络).The extension of the network usability is based on 3 things. a) More sensors b) More recievers. c) more options to manipulate the signal.(三方面:1、传感器;2、接收器;3、更多的信号处理方式)
Sensors 1、传感器
train station sensor (sends items in the train in the station)
light/daytime sensor
accumulator capacity sensor蓄电池容量传感器
electric network energy sensor电网能量传感器
enemy sensor
manual switch手动开关(喂,话说这个应该就可以实现我说的功能吧?)
Receivers 2、接收器
light, condition can be specified, can be colored depending the singal(没能理解这是什么东西)
gate
electric network switch, can disconnect segments of electric network based on signal condition.电网开关,可以根据信号状态断开电网区块
pumps
To be able to manipulate the signal better, we will have a new piece called combinator(为能更好地操作这些信号,我们将有一个新的面板:控制板). This piece will allow to do certain manipulations with the signal, like conditional statements or multiplications (simple linear combinations).(这个面板将允许对信号做一些确定的操作,如条件语句或乘法(简单的线性组合)。)
These features will be covered by Robert, our new programming reinforcement from Romania that will join our team at the beginning of February. He visited us month ago for a week, and the circuit network extension was his test task. He made a prototype of light-based progress bar indicator of the amount of items in the chest(他做了一个能在能显示箱子里物品数量的基于光(按颜色?)的进度条用于显示)(话说我理解有误还是什么?为什么对这个的评价这么高?). In that moment, my head exploded from the possibilities it can bring. This will enhance the possibilities in Factorio by A LOT. I can't wait to get my hands on it when its done.The savegame file reduction (Part II) - technical
I started with some basic steps two weeks ago and I managed to do a lot of other tricks to reduce the size of the save files. One of the trick is based on the fact, most of the time, the currently saved position in the world is nearby the last position saved. So the position is saved as relative vector from the last saved position and only 2 bytes instead of 4 bytes are used for one coordinate. We use 8 bits for fractional part, so it covers area of 256X256 tiles. If the last position doesn't fit into this area, special value is used as a sign, that the absolute value of the position needs to be specified, but 99.99% of positions are in the relative area of the last saved position, so this basically halved the data representation of position in savegame again.
I also experimented with bit-buffers, as it allows to save individual bits. It is possible then to save one bit instead of whole byte to save a boolean value for example, but it confuses the zip compression logic so much, that even though the uncompressed file size can be diminished, the compressed rate is so bad, that it is not worth it overall.
We are using palette when saving minimap data (1 byte instead of 3 byte rgb) and we are also specifying the count of repeated pixels of the same color. Several other things like that were done and the file size was reduced significantly, the zipped size of the save dropped by 53% in our testing saves, but it can vary and it depends on the contents of the save.The experience is, that using these context based compressions is much more time effective that the contextless zip algorithm. It is still worth to use the zip compression for the saves, but as the level data is so much smaller, the compression takes less time so the savegame time is reduced, which is important mainly for reduction of the autosave hiccups.
The first sketches of the space technology.(这船好丑……)
The regular comment thread at our forums is ready.
2015年04月30日 06点04分 6
怎么找不到火车传感器?
2016年03月09日 19点03分
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