EndgameCombat - Defend your base against lategame enemies with ease

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Re: Endgame Combat - Alert noises - HOLY SHIT HOW DO I TURN THEM OFF

Post by OhMods » Wed Jan 09, 2019 9:08 pm

Thank you for this. With .17 so close, I decided to try for a quick mod-full game this playthru. With lots of new mods and changes I normally wouldn't even consider (especially lots of enemies and weapons), I couldn't figure out which mod this eternal racket was coming from. When I discovered it was this, EndGame Combat and no way to disable this noise I was steps away from just removing this. This makes the game unplayable for me. I finally found your edits and it helped tremendously. After another day, I still lowered it sound even more. It now means I can I play the game at 'normal' volumes while still being able to hear other alarms, all while still enjoying youtube or twitch or whatever else I may be watching while playing.

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Re: Endgame Combat - Slows game to a crawl after encountering Green biters

Post by Reika » Wed Jan 09, 2019 9:09 pm

Locane wrote:
Wed Jan 09, 2019 7:07 pm
Reika wrote:
Wed Jan 09, 2019 5:28 pm

Show me the ingame profiling data.
I'd love to, how do I do that?



SuperSandro2000: I did mess with graphics settings a little bit to see if it made any difference, but it didn't. I also have a GTX Titan X (Pascal), so running a sprite game should be no problem.
One of the function keys.

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Re: Endgame Combat - Slows game to a crawl after encountering Green biters

Post by Locane » Wed Jan 09, 2019 9:37 pm

Reika wrote:
Wed Jan 09, 2019 9:09 pm
One of the function keys.
Is this what you're looking for?
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https://i.imgur.com/SiaBQcL.png

I scanned it briefly but nothing really makes sense to me.

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Re: Endgame Combat - Slows game to a crawl after encountering Green biters

Post by Locane » Wed Jan 09, 2019 9:58 pm

Ok, I did some experimentation - in a game where there's no slowness and EGC is enabled, the first number is 9 ish with a low of 8 and a high of 12.

I was able to reproduce the slowness by just getting in my improved tank and driving WAYYYYY out in to biter land, and then back. That produced an average of 22 with a low of 18 and a high of 45.

Now that game (which I saved separately), is slow when it loads like my main game.

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Re: Endgame Combat - Alert noises - HOLY SHIT HOW DO I TURN THEM OFF

Post by Locane » Thu Jan 10, 2019 1:26 am

OhMods wrote:
Wed Jan 09, 2019 9:08 pm
Thank you for this. With .17 so close, I decided to try for a quick mod-full game this playthru. With lots of new mods and changes I normally wouldn't even consider (especially lots of enemies and weapons), I couldn't figure out which mod this eternal racket was coming from. When I discovered it was this, EndGame Combat and no way to disable this noise I was steps away from just removing this. This makes the game unplayable for me. I finally found your edits and it helped tremendously. After another day, I still lowered it sound even more. It now means I can I play the game at 'normal' volumes while still being able to hear other alarms, all while still enjoying youtube or twitch or whatever else I may be watching while playing.
Oh hey cool! I'm glad someone had the same experience I did! Well, not GLAD, but you know what I mean.

I didn't want to remove EGC either, I'm glad we don't have to.

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Re: Endgame Combat - Slows game to a crawl after encountering Green biters

Post by Locane » Thu Jan 10, 2019 7:51 am

Is there anything I can do to help you troubleshoot?

I haven't worked on Factorio mods, but I do work in tech.

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Re: Endgame Combat - Slows game to a crawl after encountering Green biters

Post by Reika » Fri Jan 11, 2019 2:21 am

Locane wrote:
Thu Jan 10, 2019 7:51 am
Is there anything I can do to help you troubleshoot?

I haven't worked on Factorio mods, but I do work in tech.
Your data does indeed point to EGC being the culprit, but I have no idea where the problem lies, as the data is not that granular. One thing to try would be to start commenting out chunks of the control.lua tick code and seeing what removal(s) fix the issue. Remember that changing script code requires a save reload to take effect.

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by Locane » Fri Jan 11, 2019 6:25 pm

Thanks. I tinkered with this a little bit - having no idea what I was doing, I was commenting out sections of data.lua and removing things like radar and orbital stuff, hoping that it was map reveal that was maybe causing it. Nothing changed, though.

I ultimately just disabled it and started a new map with my partner, she wanted to start from scratch anyway.

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by OhMods » Mon Jan 14, 2019 12:45 pm

How do I get rid of this? I removed a turret and the 'Turret Logistic Interface' stuck around. I can select and open it but unable to do anything else with it.

I tried to blueprint and deconstruct. Even tho it has 100 health, I tried shooting it. No damage. Tried using grenades and nothing. Now it's sitting in the path of where I'm building to.

It was a battle front with turrets and once I cleared them out, I continue to expand and push forward but with this sitting in my path, it's pretty bad.

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by Ragoras » Wed Jan 16, 2019 9:24 pm

I've got a similar problem.
Currently I'm Playing with about 32 fps(i have a i7-4790k and factorio uses up between 70%-90% of the cpu). without the mod i got ready 60 fps without a problem :/ sadly I love this mod and would really like to play more with it. Could it be a problem with the thousands of alien tissues lying on the ground?

edit: if i join a friend on his server with the same map i have a frame ever about 4 seconds too

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by Ragoras » Fri Jan 18, 2019 10:05 am

Update:
The FPS are back to 60 after we've killed all the biter bases in our range and picked up the alien tissues.
I don't know which one of both is the problem, would be nice if you could look into it :)

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by timer67 » Tue Feb 12, 2019 8:43 pm

https://imgur.com/a/OGO1T91

Good evening, been getting this error popping up a lot in our game. Wondering if you can help :) ?

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by armbine » Fri Apr 05, 2019 3:20 am

Are you gonna update endgame combat to 0.17?

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by timer67 » Fri Apr 19, 2019 2:14 am

I'd also like to know this, love to see this mod in .17 :D

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by armedwithpuns » Thu May 02, 2019 9:41 pm

hey, I love this so far, but having some troubles with the range upgrades. I placed down a modded turret that has it's own separate ammunition, and I get an error message saying I can't put the ammo into the turret as it's now "[turret] range upgrade 3" or what ever and the ammo can only go into [turret] I was wondering if you could change the mod to allow me to just disable the range upgrades altogether from the mod options menu, or change the way the range upgrades are applied, so they don't change the name of the turrets the bonus is applied to.

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by sh4dow » Sun May 26, 2019 8:54 pm

It would be nice if the ammo alert could be customized further - for example, turrets that never had any ammunition should not create emergency warnings. Also, there are some modded turrets (like cannon turrets without cannon magazines) which can only hold a limited number of shots - if a type of cannon shells only stacks to 100 but the set treshold is 150 (standard setting), the mod would warn even if full - the easiest solution would probably be a per-turret threshold.

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Re: EndgameCombat - Defend your base against lategame enemies with ease

Post by sh4dow » Wed Jun 05, 2019 2:43 am

Another suggestion is a dynamic turret ammo request amount: depending on the evolution factor, the amount of ammo requested should always be 2 times of the 'low ammo' warning amount. This is especially useful when crating ammo - having 150 (full turret inventory + 50 in logistic chest) crates equaling 1500 shots stored in every turret is a bit excessive IMO (especially when using ones with a lower fire rate like those of the modular turret mod).

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