[MOD 0.12.x] Infinite Walker

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slindenau
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[MOD 0.12.x] Infinite Walker

Post by slindenau »

Info:
This mod was made with the idea to test how big the Factorio map can actually get on your pc.
When enabled, the player with automatically move in a given direction, destroying any (possible movement blocking) entities on its path.

Best ran with:
- new singleplayer map with:
- water only in starting area (try again if you get stuck)
- enemies never attack first

Enable "show_detailed_info" in the debug settings (F4, tab "always") to see where you actually are in the map.
Pictures
Notes:
- made for http://steamcommunity.com/app/427520/di ... 863402518/
- if you loaded this on a map you actually play, and saved over your main slot (by accident or not), you might want to set the game speed back to 1 after unloading the mod:
/c game.speed = 1

Config: (unzip & edit control.lua to change)
- walking_direction, default = west (doesnt really matter for end result)
- auto_destroy_area_radius, default = 2 (area of 4x4 around player, works with biter nests and big rocks)
- auto_destroy_per_ticks, default = 10 (this seems to work fine)
- game_speed, default = 2. Increase if your pc can handle faster
Attachments
Infinite_Walk_0.1.0.zip
(1.14 KiB) Downloaded 105 times
My mod: "Auto Deploy Destroyers" (follower robots) viewtopic.php?f=97&t=24545

slindenau
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Re: [MOD 0.12.x] Infinite Walker

Post by slindenau »

Seems like after ~8k chunks, the graphics flip out :).

http://steamcommunity.com/sharedfiles/f ... =666748679
My mod: "Auto Deploy Destroyers" (follower robots) viewtopic.php?f=97&t=24545

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Adil
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Re: [MOD 0.12.x] Infinite Walker

Post by Adil »

Graphics flip out whenever you're reaching new chuncks too fast. There probably should be pauses to allow map generator to catch up with demand.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

slindenau
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Re: [MOD 0.12.x] Infinite Walker

Post by slindenau »

Yeah i ran it with game speed = 20. That might have been a bit too much.

Edit:
Stopped the game right before i got problems, then disabled the mod.
Now i walk manually...i can go in all directions just fine, it will generate new terrain and everything just works.

But if i keep going west after ~8190 chunks...the graphics just give up.
Very reproducible :)
http://steamcommunity.com/sharedfiles/f ... =666891917
Last edited by slindenau on Sat Apr 16, 2016 7:07 pm, edited 1 time in total.
My mod: "Auto Deploy Destroyers" (follower robots) viewtopic.php?f=97&t=24545

seronis
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Re: [MOD 0.12.x] Infinite Walker

Post by seronis »

Not gonna actually walk to find out, but the largest map size is gonna be based off the type of the variable being used for coordinates. If it was a 64bit integer that would mean 9,223,372,036,854,775,808 squares from spawn point. If it was using a double precision float then while you could technically track a much MUCH bigger value you only get 15 digits that are precise. Meaning somewhere between 1x10^15 and 1x10^16 tiles from origin before the map starts being generated strangely and physics/movement act up weird.

IE: your computer will run out of ram before you could find out how big a map is spawnable

slindenau
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Re: [MOD 0.12.x] Infinite Walker

Post by slindenau »

Sure theoretically.

But i made this just for fun, to see how far you can practically go.
My mod: "Auto Deploy Destroyers" (follower robots) viewtopic.php?f=97&t=24545

seronis
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Re: [MOD 0.12.x] Infinite Walker

Post by seronis »

Understood. I just posted the numbers for people who want a concrete answer and are too lazy to actually try it

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