Auto Mass Fab Feedback/Discussion
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I'm wondering if this is what has started causing a lot of lag in the games that i'm seeing. I know i have a low end machine 64Gb of some slow 3600Mhz memory and a low end 5950x with only 32 threads, but seriously, nothing should be making this machine lagg, but something has started stuff to lagg pretty bad.
Also not sure if there is much discussion about other places where game play is getting worse and worse. Meaning i had a GC standing in a place i forgot about on the map, and about 10 T3 fighting bots hit it and they were standing right next to it, well withing the GC's range, but the GC never fired once and lost it with it only firing well too late...
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I'd need to see replays @ZooDoo4U .
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@jip said in Tuning the new Auto-fabber behavior:
Fun fact: at the moment the system fails sometimes.
Then why is it still in?
I just had a game... had six T3 massfabs, all doing nothing at all while 265k energy stored and overflowing 10k per sec.@jip said in Tuning the new Auto-fabber behavior:
I'd need to see replays @ZooDoo4U .
Well, the online replay vault doesn't work for me either anymore, nor my rating graph... but ok, the local vault gives replay ID too, so; #17032129EDIT: fixed my replay and viewing of rating graph by FAF reinstall.
@zoodoo4u said in Tuning the new Auto-fabber behavior:
Also not sure if there is much discussion about other places where game play is getting worse and worse. Meaning i had a GC standing in a place i forgot about on the map, and about 10 T3 fighting bots hit it and they were standing right next to it, well withing the GC's range, but the GC never fired once and lost it with it only firing well too late...
I've seen the same a lot with sera T2 pd simply not firing on anything while there is a shitton of enemy stuff in range.
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@jcvjcvjcvjcv said in Tuning the new Auto-fabber behavior:
Then why is it still in?
Fair question - usually we'd hotfix it as soon as we find out about it. This time however an engine patch quickly followed (live on FAF Develop), along with a few desync reports. And only then we found out that there was an issue.
The fix is available on FAF Develop - the system works fine there. We'll release it to the FAF gametype somewhere next week. You can select the game type upon launch:
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Neat function. I hope it works well in the future. Two downsides I can think of are it can take a long time to turn off all your fabs if you have a lot of them (or turn them back on) and it probably wont prioritize fabs which have higher mass production to energy use costs (due to mass storage or pgen askacency)
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Can mass fabs just be a global state thing that converts overflowed energy into mass? Each mass fab gives X "fab power" to convert a total of Y overflowed energy into Z mass. Then it is maximum simplicity both gameplay and sim wise.
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@thomashiatt said in Tuning the new Auto-fabber behavior:
Can mass fabs just be a global state thing that converts overflowed energy into mass? Each mass fab gives X "fab power" to convert a total of Y overflowed energy into Z mass. Then it is maximum simplicity both gameplay and sim wise.
Then every time you overcharge, your mass fabs would stop running for at least 1 tick. Maybe that's not important.
We would also have to look into how that affects adjacency bonuses. Maybe fix it so that all buildings with mass fab adjacency have the adjacency bonus turn on and off. (Otherwise it would interfere with using mass fab adjacency for a nuke launcher)
I do like the idea of keeping things simple for the players.
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Curious about making this an in game option. I use a mod that turns them off and you can tune it, I always turn it pretty low like 50% e
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Curious about making this an in game option.
We can not have UI options for code that runs in the sim. It is a massive desync bomb waiting to happen.
bump
We can use this topic to discuss the feature. It is fully functional on the main branch. One issue that we noticed is that there is no clear indication as to how many fabricators are turned on / off, we're looking into that.
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Introducing and keeping eco manager built-in into FAF client is a bad thing. I had plenty of situations there his behaviour lead me to losing mass income for no reasons. F.e:
- assisting air factory with hives (no energy stalling with or without eco manager, but because of energy spikes it disables massfabs)
- building anything with hives with negative energy income, but exact number of energy stored to finish building before stalling.
I often trying to use 100% of energy (including teamates energy overflow) without stalling, this system forces me to play with overflow or without massfabs. I do not think it's necessarily must be built-in in client, especially at the cost of freedom of choice.
Before introducing this mod to client I played a lot with friends who have eco manager as some form of UI mod, both of us had no problem. No perfomance effects were noticed while playing.
Situation can be bearable if disabling fabs will be done only at 10-25% energy storages, not more. Best solution is to remove this entirely.
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Would it be possible to give not running fabs the paused icon? That way it's a little more obvious when you don't have sufficient power.
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We're looking into that, we tried the:
- stun icon, but that also shows for enemies (and through the fog)
- objective icons, but that also shows for enemies (and through the fog)
- decals
We can use the pause icon, but that is also used when you manually pause the entire behavior (and shut down the fabricator).
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Is it possible to add a new icon or do you have to use an existing one?
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Mass extractors also have the same icon for being paused and disabled, which can sometimes cause extreme confusion on the rare occasion you intentionally or accidentally turn them off.
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Would it be possible to use the pause icon with a different color for auto-pause?
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I'm not sure yet - there's some engine magic involved there .
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@jip work progress is a good idea anyway
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Is there an option to just disable this auto behaviour? I still find that it doesn't re-enable (all) my fabs. Only when I take like 90% of my bp and pause it and the E-surplus goes from +2k to +50k apparently wakes up all the fabs.
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As Jip has stated already, no, this cannot be made as a toggleable option.
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Deribus is right.
For all those reading this, we're working on a UI that helps you identify what the current status quo is of the mass fabricators. See also:
We'll also introduce a threshold that no fabricators are turned off when you have more than 50K of energy in storage, while they can be turned on again. This means that if you have 15+ energy storages you effectively 'disable' the behavior.