Factorio fuck yea!
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verilog2factorio This is kinda what I wanted to do long ago. It generates a netlist, then maps to classes that implement the same logic. Essentially, technology mapping is done in JS after a netlist is produced. Stuff is connected and then BP is generated. There's also routing with annealing or matrix placement.
Why was it that I abandoned my own attempt? I wanted to go the full yosys-route with doing tech mapping in yosys, then either doing P&R in python or building standard cells and layouts in factorio. Only to realize that VHDL/Verilog isn't a good match for factorio, as the circuit system in factorio is a lot richer than what VHDL/Verilog can do. ¯\_(ツ)_/¯
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Bot queues: The scheduling of tasks does at most X schedules per tick. However, if a thing is lacking materials right now, it can't be scheduled. If there are Y such failed attempts in a tick, queueing is abandoned for the tick. Increase these limits in the console (
/c <command>
)/c game.player.force.max_successful_attempts_per_tick_per_construction_queue = 20 /c game.player.force.max_failed_attempts_per_tick_per_construction_queue = 20
Chronological (or something ¯\_(ツ)_/¯ )
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