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Re: Friday Facts #171 - So long 2016

Posted: Sat Dec 31, 2016 3:57 pm
by Mangledpork
Glad I could be of service!

Re: Friday Facts #171 - So long 2016

Posted: Sat Dec 31, 2016 4:10 pm
by Mendel
So... *that* is how G2A and such services work then. I have bought some games from there though not factorio. I think I´ll stay away from there for now :shock:

Re: Friday Facts #171 - So long 2016

Posted: Sat Dec 31, 2016 4:47 pm
by ske
I have two wishes for the graphs:

1. An option for stacking the curves.
2. Linlog-Scaling of the time axis.

---

1
* Especially for electricity graphs, it would be nice to have the production/consumption values stacked since they actually do stack up.
* Similar for some production statistics like copper/iron plates.

2
* You can effectively display a weeks production and still see the last five minutes.
* By logarithmically pruning the old values and using statistics like the mean, min, max, median, or percentiles, the data can be displayed appropriately.

Re: Friday Facts #171 - So long 2016

Posted: Sat Dec 31, 2016 5:48 pm
by RobertTerwilliger
Probaby it should be kills per hour, rather than per minute, because of
a) small numbers per minute
b) combats should be constant to make sense in calculation in this scale
However, scale could be changed simultaneously with time scale switching.

Re: Friday Facts #171 - So long 2016

Posted: Sun Jan 01, 2017 12:53 am
by MiloRK
Happy New Year! Factorio is a gift that keeps on giving. I've bought it 4 or 5 times for friends over the years :)

I'm guessing this is the new logistic bot graphic? Looks more differentiated from the construction bot now, which is nice:
New_Logistic_Bots.png
New_Logistic_Bots.png (22.65 KiB) Viewed 9514 times
Can't wait for .15 in 2017!

Re: Friday Facts #171 - So long 2016

Posted: Sun Jan 01, 2017 9:00 am
by MimigaKing
Rseding91 wrote:
cncr04s wrote:Please add Fluid Prod/usage Statistics page. Please lol. It can't be that hard.
It's already in 0.15. I added it when I added the kills screen.

Will there be a ore mined statistic page as well?

Re: Friday Facts #171 - So long 2016

Posted: Sun Jan 01, 2017 11:19 am
by Smarty
MiloRK wrote:Happy New Year! Factorio is a gift that keeps on giving. I've bought it 4 or 5 times for friends over the years :)

I'm guessing this is the new logistic bot graphic? Looks more differentiated from the construction bot now, which is nice:
New_Logistic_Bots.png
Can't wait for .15 in 2017!
That is the icon for destroyer bots

Re: Friday Facts #171 - So long 2016

Posted: Mon Jan 02, 2017 12:16 am
by MiloRK
Smarty wrote:
MiloRK wrote:Happy New Year! Factorio is a gift that keeps on giving. I've bought it 4 or 5 times for friends over the years :)

I'm guessing this is the new logistic bot graphic? Looks more differentiated from the construction bot now, which is nice:
New_Logistic_Bots.png
Can't wait for .15 in 2017!
That is the icon for destroyer bots
Oh...yes...well, don't mind me lol

Re: Friday Facts #171 - So long 2016

Posted: Tue Jan 03, 2017 11:58 am
by Isaac1251
I wish there would be special button for electric poles that'd put them on the ground to provide continous line of power. Mean like when im running in straight line of my turrets i'd like to just hold one button and have straight line of poles being created as im running forward with no powerless tiles between them (as it happens now with furthest space between them on LMB) Please? :)

Re: Friday Facts #171 - So long 2016

Posted: Tue Jan 03, 2017 6:36 pm
by Vxsote
The author of Rimworld (another indie game) had fraud issues with steam keys also, and talked briefly about his solution in a blog post: https://ludeon.com/blog/2016/09/new-ste ... ore-today/. If you have any problems in the future, some collaboration might be helpful (if you haven't already explored that).

Re: Friday Facts #171 - So long 2016

Posted: Wed Jan 04, 2017 4:03 pm
by m3henry
I'm surprised there's not graphs for the amount of items in a logistics network, a circuit network, or stored in accumulators.

Re: Friday Facts #171 - So long 2016

Posted: Fri Jan 06, 2017 11:41 pm
by hitzu
Few requests for the kill statistic screen:

- Why different kind of trees are separated? They're all trees after all.
- Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat.

Re: Friday Facts #171 - So long 2016

Posted: Sat Jan 07, 2017 12:19 am
by Rseding91
hitzu wrote:Few requests for the kill statistic screen:

- Why different kind of trees are separated? They're all trees after all.
- Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat.
Because that's how the stats works in the game. It tracks by entity prototype ID when an entity is killed. It's the same reason you see each assembling machine in the power usage stats instead of just "assembling machines" - they're all unique. You can't say "They're all assembling machines after all" :)

That's also why your 2nd request can't work since items aren't entities and they don't ever "die".

Re: Friday Facts #171 - So long 2016

Posted: Sat Jan 07, 2017 2:44 am
by hitzu
Rseding91 wrote:
hitzu wrote:Few requests for the kill statistic screen:

- Why different kind of trees are separated? They're all trees after all.
- Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat.
Because that's how the stats works in the game. It tracks by entity prototype ID when an entity is killed. It's the same reason you see each assembling machine in the power usage stats instead of just "assembling machines" - they're all unique. You can't say "They're all assembling machines after all" :)

That's also why your 2nd request can't work since items aren't entities and they don't ever "die".
I'm not talking about internal structure, it's all about UX
For the player it doesn't matter what kind of tree was killed. At the same time it doesn't matter how many bugs were killed, but the effectiveness.

Re: Friday Facts #171 - So long 2016

Posted: Thu Jan 12, 2017 8:22 am
by hoho
hitzu wrote:For the player it doesn't matter what kind of tree was killed. At the same time it doesn't matter how many bugs were killed, but the effectiveness.
Problems start when players start adding custom entities. How would those be grouped?

Re: Friday Facts #171 - So long 2016

Posted: Mon Jan 16, 2017 7:10 am
by RobertTerwilliger
hoho wrote:
hitzu wrote:For the player it doesn't matter what kind of tree was killed. At the same time it doesn't matter how many bugs were killed, but the effectiveness.
Problems start when players start adding custom entities. How would those be grouped?
Game doesn't really OUGHT to group any other entities, and scoreboard may just add into single number all known trees before outputting.
However it won't be really a problem to give entities a tag kinda "scoreboard_group", that would be available for modders as well.
And that's scoreboard mechanics, that doesn't touch data gathering mechanics in any way)

About biters, I don't quite agree - their quantity represents player's combat activity during different game stages.
Rseding91 wrote:
hitzu wrote:...
- Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat.
... your 2nd request can't work since items aren't entities and they don't ever "die".
Another method of gathering another kind of data can be implemented - just saying :roll:

Re: Friday Facts #171 - So long 2016

Posted: Sat Jan 21, 2017 11:39 pm
by Rseding91
RobertTerwilliger wrote:
hoho wrote:
hitzu wrote:For the player it doesn't matter what kind of tree was killed. At the same time it doesn't matter how many bugs were killed, but the effectiveness.
Problems start when players start adding custom entities. How would those be grouped?
Game doesn't really OUGHT to group any other entities, and scoreboard may just add into single number all known trees before outputting.
However it won't be really a problem to give entities a tag kinda "scoreboard_group", that would be available for modders as well.
And that's scoreboard mechanics, that doesn't touch data gathering mechanics in any way)

About biters, I don't quite agree - their quantity represents player's combat activity during different game stages.
Rseding91 wrote:
hitzu wrote:...
- Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat.
... your 2nd request can't work since items aren't entities and they don't ever "die".
Another method of gathering another kind of data can be implemented - just saying :roll:
The current statistics we track already take a measurable amount of CPU time. Adding more would slow the game to unacceptable levels for very little gains.

Re: Friday Facts #171 - So long 2016

Posted: Sat Feb 04, 2017 10:55 pm
by RobertTerwilliger
Rseding91 wrote:The current statistics we track already take a measurable amount of CPU time. Adding more would slow the game to unacceptable levels for very little gains.
Fair.

However all trees still can (and I believe should) be added togeter just before outputting into scoreboard, being single-time operation, not hitting performance in any feelable way ; )