[0.14] RadarTracker 0.3.5

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ssilk
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[0.14] RadarTracker 0.3.5

Post by ssilk »

RadarTracker
Image
Watch your trains everywhere, or use car as simple radar: This adds 'radar-trackers', which tracks (driving) trains, cars, tanks etc. and the (immoveable) train-stop.


This mod is recommened if you have a big base and need to place too much radars to keep track over all your moving stuff, cause it reduces the charting of the map a lot.

Download: https://mods.factorio.com/mods/ssilk/RadarTracker
Github: https://github.com/alexaulbach/RadarTracker
Version-History, Docs: see https://github.com/alexaulbach/RadarTracker

Please post critics, bugs, ideas here. :)


#Version history
0.3.5 2016-12-12
- Fixed log-spam.
- Rewrote debugger and interface-code. Interface can now be configured module-wise.

0.3.4 2016-11-21
- New Icons for other trackers, thanks to YuokiTani.

0.3.3 2016-11-21
- New Icon from movement tracker, thanks to YuokiTani.
- Fix small bug with initialization of debugger.

0.3.2 2016-11-06
- Fixed: Debug-mode was initially on.
- Change: Reversed research-order of movement- and immobile-tracker and other slight changes with research. Reversed graphics, too.

0.3.1 2016-11-05
- Added release script.
- Second release on mods.factorio.com

0.3.0 2016-10-31
- Stabilized, immoveables and movement tracker now works reliable.
- Debug-mode. I think the idea of the "debugger" is cool. It helped me a lot to find the bugs, to see, when an entity changed state.
- New (ugly!) graphics to distinct better between the two types.

0.2.0 2016-10-10
- Silently reworking completely. No release.

0.1.3 2016-09-30
- Introduced tracker types. Types are: trains (locos or wagons), stops (all train stops), cars (cars, tanks, satellite-uplink...); currently still only trains works.
- Rewrote initialization. on a very large map (8 GiB) with >300 trains initialisation takes only 20 seconds vs. hours from before.
- Avoid double reinitialization.
- Re-increased scan rate cause I want to reduce average number of scans per train. Also looks much better.

0.1.2 2016-09-04
- Initial version
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Re: [0.14] RadarTracker 0.3.2

Post by cowcannon »

For the next little update can you add in game item and research descriptions so people know what they do with out alt tabbing and looking through the forums/ links(which needs an update for the new trackers you added) and the immovables tracker texture looks bugged. But other than that good job. :D

ps you misspelled improvement in the features section
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Re: [0.14] RadarTracker 0.3.2

Post by ssilk »

Is on the todo-list. :) Perhaps this weekend, but perhaps not, cause I'm currently really "fully loaded".

Graphics: Graphics is really not my "thing", but this is the new moveable-tracker, thanks to YuokiTani.
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Re: [0.14] RadarTracker 0.3.2

Post by ssilk »

Updated to 0.3,5.
radar_ssilk_4_0001.png
radar_ssilk_4_0001.png (13.29 KiB) Viewed 2538 times
radar_ssilk_3_0001.png
radar_ssilk_3_0001.png (19.79 KiB) Viewed 2538 times
radar_ssilk_2_0001.png
radar_ssilk_2_0001.png (15.53 KiB) Viewed 2538 times
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Re: [0.14] RadarTracker 0.3.5

Post by ssilk »

Updated to 0.3.6.
Nothing new... :)

Meanwhile I made some worlds with a diameter of 10x10 kilometers, where I just need 2 radars at the beginning. The rest is tracked by this mod.


Perhaps this: I do not plan to update this mod further (only bugfixing of course). I'm currently trying to bring the idea of this mod to a time-slot-based tracking.

Let me explain this (cause I'm currently very fascinated by that idea): Currently the mod hangs into the events of the radars. This causes under seldom cases a small hickup, when 200+ trains etc. needs to be tracked into one tick. I need simplify and speed up this process. All I need to know is, to track every 200 ticks (for example). And with this knowledge I can make entries into a list. Every tick that list is searched for entries and an entity that needs tracking just calls the appropriate method. At the end of the method the scheduler for the next call will make a new entry into that list.
With this I can smooth out this sudden need for CPU and there needs also no list of entities that is hold 2 times in the memory.
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