stormdog: (Tawas dog)
Hey folks I know: I am terrified of meeting strangers online to play games with. Would anyone I know like to play Factorio or Satisfactory with me semi-regularly? It would be so much fun to work on a big project with friends over Discord or something. Let me know if you're interested! No worries at all if you have not played them. If they look interesting, I'd love to show you the ropes.

Links to games:

Factorio: https://factorio.com/

https://www.satisfactorygame.com/
stormdog: (Geek)
I got back to Factorio for a little while yesterday evening. I love the problem solving!

I was lying in bed with Danae designing a control system in my head that would make exactly one of four machines run at a given time based on a variety of incoming binary signals. I finally decided I could have each binary input translated into a value, then I could add those values together on a single control line for the machines. Then the machines could look for a signal value within a range and turn on or off appropriately.

So I'd have to make sure the translated value for each binary input was different enough that ranges couldn't overlap. For example, if I have inputs representing the values 1, 2, and three, the logical state of signals 1 and 2 being on while 3 is off would be equivalent to signals 1 and 2 being off while 3 is on.

I first jumped to using powers of 10, translating incoming signals into 1, 10, 100, etc. Then I wondered what the lowest usable values would be, because it felt more elegant, and because moving up a factor of ten each time would limit the range of the control system if I wanted to add a lot more machines because I'd hit the maximum system value much more quickly. I started adding up numbers in my head and by summing the previous numbers in the set, got 1, 2, 4, 8, 16... And I suddenly giggled and opened my eyes and said to Danae, "I just invented binary!"

Factorio

Nov. 27th, 2019 09:17 pm
stormdog: (Geek)
What do I do with a night off before a holiday?

I calculate production ratios for different methods of ore production and make a flowchart one level abstracted from the one with individual production chains so I can figure out how to arrange the production units with each other.

Yeah, I'm a party animal. If that animal is a sloth or something.
stormdog: (Tawas dog)
Satisfactory has been fun from time to time, but the production chains are much shallower than in Factorio. (Especially the Factorio I play.) It's also a little frustrating dealing with these huge machines in first person perspective and trying to arrange everything the way I want it when I can only see bits and pieces. I enjoy it a lot and I'm sure I will keep coming back to it. It will take some graphing and mapping. I also like the exploration element of Satisfactory; it's much more important and interesting than in Factorio.

That said, it also made me want to play Factorio again. I haven't messed with it much since a few updates back because I had so much time invested in the factory I'd been working on. A Windycon though, I decided to just go ahead and start something brand new and I've been getting excited about it again. I'm foregoing the sprawling rail system I had last time in favor of a more belt-based layout. Because of that, and because the production of metal from ores is so complex, I need to do more thorough pre-planning of placement.

So I'm taking a break from Factorio itself right now in order to do some flowcharting! I still have my petrochemical chart I made a while back, but I'm charting out all the metal production so I can figure out how to efficiently route feedstocks and byproducts.

I'm working alphabetically so aluminum was first. Fortunately, I think others are mostly simpler.

https://drive.google.com/file/d/1cita-1j6M_Lw_Bbank4TTBJhjoW9K1qP/view?usp=sharing
stormdog: (Geek)
It was *cold* this morning. My bike computer says about -5C / 23F. It was the first day I've arrived at work with a little moisture from my breath frozen into my mustache as ice. I was ok without the balaclava after I acclimated, but I maybe should have worn my mittens. After ten or fifteen minutes, though, I got to what I think of as my operating temperature and felt mostly comfortable.

I fixed my bike lock yesterday with the application of some Tri-flow oil. I've washed my hands any number of times since then and I can still smell the oil on my hands. At least I can unlock my bike!

I'm planning to start working much more consistently with Rufus. I'm going to start feeding him on a set schedule in the morning when I get up (around 5) and in the evening before bed, maybe around 7:30. I read that Chihuahuas often do best with three small meals, so I also ordered a treat/food-dispensing toy to give him a third meal during the day and hopefully keep him occupied.

I used half his dinner to do some 'come' training. I think it will be slow. I'm also training proper leash demeanor by stopping every time he pulls rather than let him feel like he's pulling me along. He seems to pick that up quite quickly!

My average mental state is a little better lately and I'm itching to get back to electronics work. First I want to feel like I'm more caught up on stuff around the house. (Why do I feel like I need to be more caught up on stuff for electronics, but not for something like Factorio? I don't know. Something to explore there.) I paid bills and made progress on kitchen cleaning yesterday, and I've been doing a little bit around the house most days.

In Factorio, I realized that I can put multiple train stops on one spur line and use logic and chain signals to keep trains from stacking up on the mainline waiting for a delivery/pickup train to clear the spur. It works really nicely for low-volume stops! I'm many, many hours in to my current Bob's + Angel's game and have not come near launching a rocket, but I don't care. I'm still enjoying just building and tweaking systems. That's why this toy/game is so wonderful to me; I've been playing with it for a year or two and I still keep inventing new approaches to things.
stormdog: (Geek)
I really enjoyed working on that flowchart. It looks so pretty that I want to make another, bigger, prettier one. I'm going to try to do a comprehensive flowchart of the entire vanilla version of Factorio. Individual charts for particular processes would be more useful than a giant spaghetti tangle with everything. But the giant spaghetti tangle could be so cool to look at! I see it as a piece of art, kind of like topological transit maps. I'd print it and frame it.
stormdog: (Geek)
I spent a few more hours on the flowchart yesterday and I'm just about done. It's so pretty!

Hmm. The embedding function doesn't seem to work. Here's a link.
stormdog: (Geek)
Flowcharting petrochemical processing in Factorio. This is a mess. And there's still a lot to add. I may have to do it separate nodes or something?


https://drive.google.com/file/d/1tEOxGSeq5TQM_NoXa5jI1ZGtnazelN9m/view?usp=sharing


Ok, updated version.

https://drive.google.com/file/d/13fZXoVmI823Z5HPtEFXk5wG3WlIiF1AD/view?usp=sharing

Also, I am clearly not a flowchart expert.
stormdog: (Geek)
I have vague memories of turning myself around like a rotisserie while trying to sleep at four in the morning today.

I'm back to playing with Factorio, in my game named "Special Kind of Hell" after someone's description of trying to play the game with all the mods I have.

In the base game, you mine iron ore and smelt it into iron plate. Two steps. In the modded version, one of multiple ways to do it is to mine a composite ore, crush it, flotation filter it with pure water, process the chunks with sulfuric acid in a leaching plant, refine it into a purified form, sort the purified form of the composite ore into it's component refined ores (including iron, nickel, cobalt, gold, etc.), turn the purified ores into ingots (which have their own processes, involving, for instance, putting nickel ore into a blast furnace with carbon monoxide to get nickel ingots - Wikipedia says this is the Mond Process; I love how close to real processes the mod author has tried to be), then, for the most efficient production, smelt multiple kinds of ingots (one combination that works is cobalt, nickel, and iron) together in an induction furnace to make molten iron, which is cast into iron plates in a casting machine.
Sometimes I get a little overwhelmed by the complexity of trying to do something that's so very simple in the base game and I take a break for a while. But I keep coming back to it. This is one of the best toys I've ever played with.

I'm also playing with a new way to arrange train lines that looks more factory-like. I'm having some signaling issues and trains getting stuck, but I'm working through the bugs.
I'm something like a hundred hours into this map and I have yet to get anywhere close to launching a rocket, the ostensible 'end' of the game.
stormdog: (Tawas dog)
I've been part of the gig economy for about a week now and it's not too bad. There's some anxiety that's added to my life by having to keep an eye on my phone for jobs, and then trying to figure out as quickly as possible whether they fit my schedule so I can request them before they disappear. I've done a decent job of that, with only one oops so far that Wag! kindly let me work out.

I've done seven walks so far and now have a couple of recurring walks coming up that are, respectively, four times a week and twice a week, and I'm grabbing one-time jobs as appropriate. I've made about $120 so far, and I expect the amount over time to increase as I go, though this is before-tax income and I have to set that aside myself as a 1099 contractor.

I've walked little white floofballs, an elderly black lab, a good-'ol mutt of some kind who would have followed squirrels right up the trees if he had claws, and more. I've seen some pretty neighborhoods and gotten a good five miles of walking in on a couple of days. I've only had one really disconcerting experience. I arrived at a walk and looked for the lockbox that the instructions said would be there. I walked all around the building several times and couldn't find it. I tried buzzing the unit and got buzzed in through the gate into the courtyard, so that was a relief. But then I buzzed from the door buzzer and got no response. I looked all over for a lockbox and couldn't find one, so I went back outside the courtyard and walked around the building more. Wag support was helpful, but didn't have info. Finally the owner texted me directly to ask whether I'd found the key since she saw that the walk hadn't started yet. She directed me back into the courtyard (buzzing me in again) and to the door to the building. The key was tucked up and around the metal lip of a window-balcony to the left of the door. Said window balcony was positioned directly above a similarly-sized window-well for a basement window, so even if I'd thought to crawl under the balcony and look for the key, I wouldn't have been able to. I had to reach up and around the balcony lip to find the box. So I started that walk about twenty minutes late, but it was ok. She and her little fluffballs are my four-days-a-week walk, and she asked me to just keep her key with me. That makes me vaguely uncomfortable, but is probably the easiest way to do it.

So it adds some anxiety to my life, but reduces some as well. That plus the fact that Danae has had a lot of recent work for me to do that mostly involves researching things for her online or helping her code articles for research has given me a nicely organized schedule that helps me feel like I'm getting enough work done that I can enjoy some time to myself without much anxiety.

Most - well, all - of that time has gone to Factorio, where I've disappeared to for the past week. I'm going to get back to playing with electronics again soon though. Just kind of waiting for the initial flush of excitement over things like nuclear power and fluid tankers to ebb....
stormdog: (Tawas dog)
Yaaaaaaaay! The Factorio 1.5 update came out early!!!!!!!!
stormdog: (Tawas dog)
With Factorio version 1.5 coming out, I think a lot of existing builds are going to become obsolete. It's inspired me to finally try making a video or two of my Factorio builds like I've been thinking about for so long. Turns out, it's not that hard.

I'm using an open source recording suite called OSB that lets me superimpose video sources on each other and do audio mixing. I wrote up some notes, kind of like I was doing a Powerpoint, and walked around my factory giving commentary. As a backdrop, I put two clothes drying racks on top of each other and hung a bedsheet. It worked surprisingly well! You may or may not have any interest in the game, and that's fine. But I'm really pleased with how the video came out, both in terms of sound quality and how I sound in it.

stormdog: (Kira)
I learned recently that the English "chauffeur" comes from a French word meaning one who heats. References to obsolete technology in daily life (in this case, referring to when the driver would need to get a head of steam on the car's boiler before it could be driven) make me happy. Incidentally, now I understand why a chafing dish is called a chafing dish, and can guess at a connecting etymology between that and to have chafed skin. Language is cool.

Speaking of obsolete tech, I have a problem. I have bought another vintage hi-fi receiver. It was $30 at the thrift store, and while I was looking at it, the clerk announced that there was a half-price sale on electronics, but it was ending and people should get in line now to qualify. I'd been trying to find info about it via Google and had a general idea that it was a nice piece of gear, but few specifics. So, time running out, I grabbed it and got in line.

It turned out to be a great find. Not only an unusual piece of hardware, but a piece of local history. It's a Sherwood receiver; the company began here in Chicago and one source says they produced the first ever fully solid-state receiver. Mine is a 1974 S8900a, with support for an external quadraphonic adapter (for a system called Dynaquad), and is likely one of the last Sherwood units made in the United States. It can put out 60 watts per channel with 8ohm speakers, so is notably more powerful than my later 20 watt Marantz. It was top of the line in its day; I've seen a cost of about $400 in '74! I keep thinking that someone must have really loved this unit once. It's the only receiver I've ever seen with a sliding pot to set phono line sensitivity too. I powered it up and it all seems to work. The tuning dial lights up in a beautiful rich blue and even without an external antenna, the bouncing signal strength meter told me it was picking things up as I rolled through the frequencies while squatting on the floor of the store. After getting it home, I found that sound gets all the way to the speaker terminals, though one channel seems come in and out. Maybe I can try to fix it up.

And on the topic of fixing things...I feel more and more like I want to get Posi to help me learn to do component level electronics repair and tuning. Oddly enough, it comes from thinking metaphorically about all the Factorio I've been playing. Building a factory in Factorio, I was thinking a while back, feels like building a multi-stage rolling ball sculpture. I can watch things go in, get transformed, follow a path, over and over. I've enjoyed things like rolling ball sculptures, watching liquids flow through a system, or, later, imagining the flows of electrons and information through computer networks I built, ever since I was a kid. Factorio appeals for the same underlying reasons, and it's enthralling. What else, I asked myself recently, would have that feeling?

It's a lot like how electrons flow through an appliance, isn't it? They enter the system, are shaped and transformed by various components of that system (I know, in AC they don't actually 'flow' as such), and eventually exit again. Modifying those circuits modifies the flow. It's a logical, intriguing system. Posi has an oscilloscope, a soldering station, and a lot of electronics experience. I think when I visit him this Sunday I'll bring the service manual for the Sherwood with and ask him how doable the procedures therein seem and whether he'd help me learn to do them.
stormdog: (Kira)
It's not terribly original, but here's Piper's Halloween costume for the party that Danae and I are going to today.

Piper the Beanie Baby

I might do more preparation next year and make it actually fold open and have a silly little poem about her in it. (It occurs to me that I'm already thinking about having her around next year. I have no idea whether that will be the case or not. I really like her, but I don't know if she's the dog I'd choose to have permanently if I was to choose a dog. And honestly, I don't think we could afford her medical bills on our own either. *sighs*)

Anyway, I've been doing a lot of Factorio. It's a wonderful distraction. Before sitting down to write this, I was lying on the couch with graph paper and trying to figure out how to graph multivariate (is that the right term?) functions with either 4 or 8 inputs and one output for arbitrary inputs so I can make the supply system that feeds my electronic circuit production line faster and more efficient. I've never done this kind of math. Google to the rescue! Though it may be that, as long as the splits and merges are done correctly so that all outputs are equal, knowing how input asymmetry effects the system's total throughput isn't critical. (It kind of looks like, from a quick look around, this kind of thing isn't exactly plotable in the same way that a single variable function would be. I wonder if it would help to plot it once for each input variable while holding the others constant?)

I've never cared much about achievements in games - they usually annoy me if I bother thinking about them at all - but I've never actually gotten every achievement for a game before, and with Factorio they give me fun goals to work toward while I play around with designs. I've been really enjoying doing things like finishing the game in under 8 hours, or doing it without use of laser turrets. I'm working on the last achievement I haven't gotten; making 20 million electronic circuits. It's the least commonly attained one in the game. Working on it, I can see why; the scale of this project is far larger than anything I've done before. Even at around 5000 a minute (a rate that I haven't managed to keep consistent yet, but am working on), it takes over three hours to produce a million circuits. I keep tweaking things to improve production, but I go through cycles of maximizing my current design and having to start from scratch with a higher capacity layout. In proper doses, this has been a lot of fun!

ETA:

Ok, I did some graphs where I held some inputs constant and increased other inputs synchronously and I figured out what I need to know. In the system in consideration, each increase of 1 to input on any line results in an increase of .25 to each output line, up to individual capacity of input/output lines. I guess I simply proved that my four-way merge/split is doing its job. Which is good! Now on to design an 8-to-8 split/merge. Four full belts feeding the green circuit makers is not enough throughput.

Factorio

Jul. 4th, 2016 08:32 pm
stormdog: (Geek)
Speaking of Factorio, I spent some hours planning out potential layouts for my second run through the game. A portion of my work is below. The first time, I just stuck things wherever was convenient at the time and got conveyor belt hell. This time, I'm going to be more organized.


Factorio Layout


And then, I'm going to play with a set of mods called Bob's Mods that add bunches of more resources, production processes, and products to manage. Because apparently this is not complex enough for me.

Actually, what I'd really like is a game that shows the complexity, and eventual futility, of producing endlessly and trying to manage waste products. There was another person creating a very realistic mod that involved managing useless waste products. Someone on the forums complained about how much of this 'red mud' stuff copper production produces and how annoying it was. He said, in more or less these words, that he really wanted an efficient production loop that doesn't result in lots of useless byproducts. I had to laugh at that; I'm sure a lot of engineers feel the same way! The mod's author responded in part with a link to the Wikipedia article on red mud. It's a shame he seems to have given up development. Bob's Mods seem to be the closest thing to it.

Factorio

Jun. 30th, 2016 10:23 am
stormdog: (Kira)
I finished Factorio for the first time last night, after just short of 30 hours into constructing the factory. I thought I'd finished earlier than that, but once I had a rocket silo built and got the rocket done, I realized I had to then build a satellite to put into the rocket!

It was a lot of fun, and I'm going to play through again after making some notes. I'm going to chart out my first factory topologically and pre-plan where to put things on the second one to hopefully end up with something pretty and efficient instead of the conveyor belt hell my first factory was.

I also got to play with my brother last night. Adding a second person changes the game a lot, and introduced the challenge of effectively communicating non-visually about visual things like layout. I want to do some more of that.

(I'll write about the New Jersey trip sooner or later. It was generally really good.)

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