Re: Friday Facts #171 - So long 2016
Posted: Sat Dec 31, 2016 3:57 pm
Glad I could be of service!
Rseding91 wrote:It's already in 0.15. I added it when I added the kills screen.cncr04s wrote:Please add Fluid Prod/usage Statistics page. Please lol. It can't be that hard.
That is the icon for destroyer botsMiloRK 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: Can't wait for .15 in 2017!
Oh...yes...well, don't mind me lolSmarty wrote:That is the icon for destroyer botsMiloRK 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: Can't wait for .15 in 2017!
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"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.
I'm not talking about internal structure, it's all about UXRseding91 wrote: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"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.
That's also why your 2nd request can't work since items aren't entities and they don't ever "die".
Problems start when players start adding custom entities. How would those be grouped?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.
Game doesn't really OUGHT to group any other entities, and scoreboard may just add into single number all known trees before outputting.hoho wrote:Problems start when players start adding custom entities. How would those be grouped?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.
Another method of gathering another kind of data can be implemented - just sayingRseding91 wrote:... your 2nd request can't work since items aren't entities and they don't ever "die".hitzu wrote:...
- Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat.
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.RobertTerwilliger wrote:Game doesn't really OUGHT to group any other entities, and scoreboard may just add into single number all known trees before outputting.hoho wrote:Problems start when players start adding custom entities. How would those be grouped?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.
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.
Another method of gathering another kind of data can be implemented - just sayingRseding91 wrote:... your 2nd request can't work since items aren't entities and they don't ever "die".hitzu wrote:...
- Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat.
Fair.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.