This sandbox mode test train boasts 77 fluid wagons pulled by 7 locomotives, and so far has had nearly flawless results in my pump hookup excercises. The locomotives are really struggling though.
Spoiler: SHOW
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Mega-train.Talvieno wrote:That's an incredibly long train! And I hear it's even longer now...
Jan - creating a world like that is really simple.
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Since when was this implemented?Baile nam Fonn wrote:It's up to 14 and 154.
But. Curved track is a problem.
My pumps all line up provided my stops are in a steady pattern and no curves, but I have yet to succeed with a good pump-alignment after a vector change.
Jan - main menu -> scenarios -> base/sandbox.
You can't do nukes since you don't get an avatar, but you can god-mode in all the pre-infinite research and pretty much any material/item you need via insta-pocket-crafting.
(The concrete was the result of a lot of time and a lot of bot slaves).
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
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/c game.player.create_character()
Sounds like a lot of fun!Baile nam Fonn wrote:Code: Select all
/c game.player.create_character()
YES! I can nuke things in sandbox now!
Oh my, this is unmitigated fun! Occasionally refresh destroyer swarm, run around with 6 exoskeleton legs and 5 personal lasers and distractors in hand, spam nukes and try not to vaporize yourself.
Too bad it kinda obsoletes the tank.
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
They're fun (shooting green), but not even close to as expensive as nukes, with a matching relative destructive potential.JanB1 wrote:Hmm...you have uranium shots for the tank. What about these?
My goal was to (in sandbox) create a straight track long enough that a rocket fueled locomotive could run out of gas on it. The consequence of this undertaking, which is still ongoing, was a 353 MB save file.Maximum Map Size and used Memory (bottom of the page) wrote:The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia [India+Pakistan is pretty close in terms of km^2]. It would take around 240 game-minutes (=4 hours) by train to reach that border from the center. This means that the world is essentially endless. [Since when is a 2 million-tile-long square comparable with 'endless'?!]
[...]
The generated chunks are mapped and stored in the player's RAM, which is the limiting factor.
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/c local surface = game.players[1].surface for c in surface.get_chunks() do for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, type= "tree"})) do entity.destroy() end end; local surface = game.players[1].surface for c in surface.get_chunks() do for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, type= "simple-entity"})) do entity.destroy() end end
Today's efforts have been just that. Archived the 353 MB map and made a new one with infinite x (*cough*2millionisnotflippininfinitebutsure*cough*) and 4 y without any resources, biters, water, or pollution.Baile nam Fonn wrote: ↑Fri Sep 15, 2017 9:54 amWith the benefit of hindsight, I think that generating a minimum height ribbon world would have been a smart opening move for the project.
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
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