The intersection of people who really understand Factorio, Verilog, and TypeScript has to be less than 250,000 people on entire planet -- in the entire universe.
One of my favorite tools that shows what's possible: https://autotorio.com/example/outpost
No, don't say that :( I see way too many people that don't want to share their code because they don't think it's tidy enough or complete enough and that they just need to clean it up or adding some more features. But the thing is that they never get around to cleaning it up or adding those features and therefore they never share it. And often times I have seen this happen with stuff that is really good and usable.
"Perfect is the enemy of good" applies 100% in such cases.
Almost every Show HN has references to other similar works in the comments. The point is to have a good discussion and I think talking about similar works is highly relevant.
Yeah that's the whole point of Roblox bucks for example, paying creatives for their builds
As a lifelong gamer since the Commodore 64 (since parenthood scaling it way back to mostly crewing a tank in Hell Let Loose with two friends, or a ttrpg with same), looking back it feels like I took refuge in a medium (single-player games) ultimately less valuable than other-format stories, like books, film, and radioplays. What I’m driving at is a feeling that I’ve enjoyed elevated layers of luxury that may be an indicator of too much idle time for too many people in US culture. Is this a common mindshift with age?
Escape has a place, but a whole industry built around spending so much time in abstraction layers feels like a problem if it’s not helping us relate to each other better.
We're getting there though. The past 15 years have given us many masterpieces of gaming that can absolutely be considered art, and they're becoming more and more common. As this happens more and more, the medium is taken more and more seriously.
Many games still suffer from feature-creep by way of trying to please users demanding "content". This incidentally make them feel like the primary goal is to waste time rather than to experience a high quality story. In other words, there are still too many "Big Bang Theory" and not enough "Breaking Bad" so that is why it still feels less valuable.
Because I told you I just binged The Queen's Gambit, you wouldn't look at me like I wasted my time, you'd ask me about the story. If I told you I just binged TBBT, you'd just think I'm nuts. (No offense if you like TBBT, it was a decent sitcom for a couple seasons, but … hey, you do you).
For example, I just finished Control. A wonderful, high quality game. Great storytelling, great mechanics, and … a crapton of completely useless busywork that is just there because it's expected to be there. A talent tree, repeat random side-missions, a crafting system, etc. None of this is useful to the core game. It's a shame because I believe if it had done less in terms of busywork mechanics and maybe focused a tiny bit more on puzzles, that game could have been a masterpiece of the same caliber as Portal and Portal 2. (Can you imagine if Portal 2 had a talent tree and a crafting system?)
Instead, it's a Season 7 of Game of Thrones. Great production value, but so hit and miss in terms of final quality because of avoidable mistakes. Could have been so good, you know?
Unless you want an explanation of what verilog and factorio are, but then that sounds like it's another question from "what this project does".
> This project will compile verilog (a hardware description language) into factorio blueprints.
I get that it compiles a Verilog design into a Factorio Blueprint, but what does the resulting factory look like? Is it just a bunch of wires and combinators?
It seems like... yes?
https://user-images.githubusercontent.com/35386456/115978429...
I can definitely see some players building parts of their factories using this.
In factorio, it will take one frame for two objects connected by the circuit to synchronize. The game runs at 60fps. So, if you connect 60 components in a series, it will take 1 second to propagate a change.
This is the basis of how clock circuits work, but I guess is not perfect for the more complex circuits.