If he's a dumb kid, tell him to ignore the funny letters and numbers.one of them is a kid, How am I supposed to teach him what all the info means?
If he's a bright kid, don't underestimate him.
If he's a dumb kid, tell him to ignore the funny letters and numbers.one of them is a kid, How am I supposed to teach him what all the info means?
Single player.binbinhfr wrote:@Pepe :
lag on the recipe list : do you mean the list on the right ? Or at the bottom ?
I'll try with yoki. But no, i do not load the list everytime. Just at the beginning.
EDIT : I installed yuoki. I have no special lags with the additive recipes.
- Can you describe what you are doing when you got lag ?
- are you in multi play ?
- Can you also tell me how maybe assemblers / furnaces you have in your base ?
And please update the very last mod version. It computes machines numbers only when they have icons on the map now. It's less cpu consuming.
Of course if you put icons on all machines, you can expect a little slowdown
binbinhfr wrote:Ok pepe, I'll check that. Indeed you seem to have a huge list of produced items. It would be great if I can download your map to test it by myslef.
EDIT : this "selected" button is to display only the items that are checked in the list. So you can have a subset of items around one recipe line.
Alas, factorio API provides numbers about global production, not related to any machines in particular. That's where I got my numbers from. To study the local economy of a subset of machines would be something else. API does not provides any production number per machine. You can only see if a machine is crafting or not, and what resides in its inputs and outputs at a given time (that's what I used to update these on-map icons).I initially thought that selected screen was asking me to select something in game and wonder if that would be better? Like lets say I have a dedicated green circuit production for blue circuits. I don't care about global green circuit production -- i want to highlight my blue+green section and chart just those machines and understand what that local resource economy is doing.
This mod is supposed to be used to optimize mega bases. How is a regular 16 year old supposed to design a complex and efficient megabase? I think that the mod is perfectly adjusted to fit the needs of its target audience (I'm not saying that it is perfect though).zingo2 wrote:Hey hey Tried your mod.
Well- it lags a bit as we have a huge base on our server with lots of stuff- thats 1.
Also its just way too much info- I mean ofc i can spend some time learning it all- but on our server there are like 4 other people- one of them is a kid,
How am I supposed to teach him what all the info means?
I mean i like the mod, it has so much potential but it must be user friendly. Not a chart.
I have 2 other chart mods and adding an extra chart it clusters the space so much. Ill give this mod another try once you refine all the hicks and stuff out but think about user friendliness- A mod is good if you can learn it in 5 min.
Think about- a 16 year old kid first sees this mod- how can he get best out of this and use it without saying- WUUT??? You know.
Keep up the good job! Ill definitely follow your progress.
Whaaaat ? Well I'm still working on it, and I do not forget your request about signals. But could you give me an example of how you would use these signals ?Jupiter wrote: (I'm not saying that it is perfect though).
Oh, that was not what I meant. Don't worry. I just said that to prevent people from thinking that I think it is perfect, not because I have something specific feature in mind that it is seriously lacking. (signals aren't lacking, they would just be a nice bonus to have)binbinhfr wrote:Whaaaat ? Well I'm still working on it, and I do not forget your request about signals. But could you give me an example of how you would use these signals ?
I don't think I was running factorio on a SSD at the time, but generally speaking I don't think my computer would be source of slowdown.binbinhfr wrote:Thx Pepe, I'll check that tonight.Alas, factorio API provides numbers about global production, not related to any machines in particular. That's where I got my numbers from. To study the local economy of a subset of machines would be something else. API does not provides any production number per machine. You can only see if a machine is crafting or not, and what resides in its inputs and outputs at a given time (that's what I used to update these on-map icons).I initially thought that selected screen was asking me to select something in game and wonder if that would be better? Like lets say I have a dedicated green circuit production for blue circuits. I don't care about global green circuit production -- i want to highlight my blue+green section and chart just those machines and understand what that local resource economy is doing.
EDIT : I checked your map. Toggling the "selected" button creates an almost imperceptible lag for me, time to refresh the list. But maybe my computer is fast. Anyway I will study another approach for this mod. Maybe selecting an assembler as a first entry point, to display a recipe, and then navigate thru the production tree, from reciep to ingredients and other recipes, without showing the whole list anymore. Because these production numbers, especially dS are important : they show if you are eating your stock or overproducing.
Never noticed factorio had a multi threaded menu option... just assumed like most games it was mostly/heavily single threaded. I'll tinker with the menu option.binbinhfr wrote:@pepe: I also have a 4670k @3.4Ghz, 8Mb ram + SSD. I don't think SSD makes a change once the program is loaded. I'm under win7 home, with factorio x64. But the 4670k has 4 cores and 4 threads no ?
The mod is not totally optimised yet, but with this interface simplification, it should already run smoother because not trying to update the full production list. PLeas try it and tell me.
honestly I don't know, but when I look at my 4 cores charge, on a big factory, it seems that 4 cores are working equally around 30-40%Peppe wrote:Never noticed factorio had a multi threaded menu option...
Side threads are used to handle few things but main simulation is limited to single thread.binbinhfr wrote:honestly I don't know, but when I look at my 4 cores charge, on a big factory, it seems that 4 cores are working equally around 30-40%Peppe wrote:Never noticed factorio had a multi threaded menu option...
Interesting... then for intel turbo strategy where it scales the turbo based on on the number of active cores more threads could actually slow down the game if it has to drop the overall turbo level to service multiple threads.orzelek wrote:Side threads are used to handle few things but main simulation is limited to single thread.binbinhfr wrote:honestly I don't know, but when I look at my 4 cores charge, on a big factory, it seems that 4 cores are working equally around 30-40%Peppe wrote:Never noticed factorio had a multi threaded menu option...
I'm not 100% sure if render uses it's own thread or not.