Assembling Assembly in an Assembler. Awesome. Consider supporting me on Ko-fi! ko-fi.com/docjade Join the discord! discord.docjade... Have a video idea? Let me know! forms.gle/uEcJ...
I wanted to put more work into the explainer animation to make it more understandable, but I'd been working on that animation for over 2 days straight and I didn't want to delay the video too much :P
Every Doc video is him playing the game in the most unoptimal way ever then he just pulls out assembly code to automate crafting like damn didn't know you were like that
6:28 I think the first 'cursed technique' for Factorio I ever saw was a mega-base that used cars on conveyor belts to move items. Pretty sure using that technique summons eldritch beings.
It's a great way to make cheap high throughput belts and compact multi crafting setups though! I use cars and wagons extensively to make nice ratios of crafts that inserters couldn't reach otherwise.
Anyone remember on reddit for a while when someone said the maximum output of a miner was half a bluebelt and people started finding ridiculous to move ore from a miner to increase throughput?
Assuming you minimize the engine assemblers and electricity and liquids etc, there's a video calculating the _absolute minimum_ you would need to send a rocket in ideal conditions. It's about 7 full days of non-stop playing and crafting. "How long does it take to beat Factorio without automations"
@@sigstackfault True. Could make the things that cant be handcrafted in a 1x speed assembler while not crafting anything else by yourself at the same time.
This video is actually so cool. I’m a computer science person and haven’t touched assembly in a while so it’s nice to see it again. Didn’t realize it was relevant to factorio lol
Wube mentioned in their blog, how factorio was made. it uses a fully custom engine based on C++. Some parts of the code which are highly optimized are written in assembly.
One idea to let the system have more storage capacity: track the amounts of stuff in the train wagons and if anything is over a certain amount, move it out of the train car into a chest with filter inserters. Then if something is in the extra storage, and there is below X amount of it in the wagons, move that item back to the wagons with filter inserters.
A brief suggestion on how to automate fluid inputs: 1. Make a shared fluid bus even though the game doesn't like it 2. Different fluids are connected via circuit-controlled pumps 3. The excess is dumped via another pump to one more pump which leads to storage tank 4. This tank is then deconstructed by robots via recursive blueprints mod 5. And immediately built again
This run will be so interesting when 2.0 drops because you could wire a huge logistics network that dynamically changes the recipe in the assembler. Fully automated 1 assembler factory
Iirc you can rotate buildings by pasting a blueprint over them, even without bots. With recursive blueprints, you could use this to rotate the assembly machine between different fluid inputs without sushi fluids.
Having city blocks change what they craft based on what's in high demand is a super cool thought (that I wish I had thought of myself). I'm totally gonna need to try that out myself at some point.
Pro tip for the Lazy Bastard achievement: Type /permissions in chat and disable hand crafting in that menu. Now you can't hand craft even if you wanted to! Oh, nice! You do it in the video!
As a software developer, that fCPU sound like a lot of fun to work with. Thanks for kinda showcasing it. I now want to use it for some crazy methode too.
i built my own cpu not too long ago and recently got into factorio - so that assembly and the fcpu really scratched that itch in my brain, thank you kind stranger
The captions are always fantastic to see. I appreciate the effort you go through to add them! I look forward to the next challenge, but please go easy on yourself. Your sanity is important
Definitely a usefull blueprint for modded gameplay. It would need changes if intermediates are crafted in different machines or you need different fluid input so taking the unused fluid and training it away would be needed. Since new machines could be automated too it would only need circuit controlled train stations for fluids and input/output to other machines that craft the items not craftable in the assembler
developing an entire system to recursively dig backwards through crafting recipes to automate the crafting process in assembly, building your own stack system in the process is fucking insane well done, from someone who studied assembly and computer architecture in college
I have learned so much in the last few minutes. So much about a truly beautiful language and about how hard it is to translate to and from it. I love you, DocJade
Up until the moment you revealed the Crafting Combinator mod, I'd had an increasing sense of dread for your sanity. I still have a sense of dread, but it's no longer increasing. Automation may be possible!
I did something similar to this, but with the idea of recipe preprocessing before being thrown to a distributed array of generic crafters, my storage and my requests were also the same feed. Basically If itemsignal 0 Else, remove itemsignal, add ingredients to requests and this was cascaded to an identical circuit. I had a second set that routed the item types to the correct assember. Then each assembler had enough logic to "take" one resource request, then remove that item and pass it to the next assembler. This caused the assemblers to scale based on how many items where needed, If I had 100 assemblers, and needed 50 copper wire, 50 of the assemblers would assemble copper wire, while the other 50 did not craft. With logistics bots, this worked pretty decently, but fell apart for overly complex recipes.(It would overflow if it had to expand 20 recipies) If you adjusted your fcpu to not use a stack, but a memory register as a "table of all needed craftable items" that might do something similar, then loop over your storage input every 160 or so ticks.
to complicate things there a several kinds of stacks: LIFO, FIFO - the one you described, FILO, LILO Last-In First-Out, First-In First-Out, First-In Last-Out, Last-In Last-Out. If you really want to bend your brain the stack in a computer grows up towards low memory and the heap grows down towards high memory. let me know if I got that wrong.
So how many things did that assembler make at the end? Even though you broke the assembler 1 and 2 so we can't know how much those made, whould be fun to get an end game view on that
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since there has already been a video on beating the game without any automation except for mandatory things (1 furnace, 1 assembler, 1 refinery and 1 chem lab)... yes, yes you can
I had an idea for another challenge. Beat the game, but you are never allowed to generate more power than you use. You must always be at a power deficit. Probably too easy as is, but there's probably some additional limitations you could add.
@@raizors1331 That's part of why it's challenging :) You have to really make sure the system works in a predictable enough way that it doesn't drop below the max power capacity.
Honestly i feel like you could make something despicable with something like a hundred cargo wagon train that cycles the in use wagon to make space for inf science