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Auto Mass Fab Feedback/Discussion

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  • J
    Jip
    last edited by 13 May 2022, 05:33

    I'd need to see replays @ZooDoo4U .

    A work of art is never finished, merely abandoned

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    • J
      jcvjcvjcvjcv @Jip
      last edited by jcvjcvjcvjcv 14 May 2022, 00:09

      @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; #17032129

      EDIT: 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.

      J 1 Reply Last reply 14 May 2022, 05:35 Reply Quote 0
      • J
        Jip @jcvjcvjcvjcv
        last edited by 14 May 2022, 05:35

        @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:

        7d693f5f-0170-4e84-9c1d-f9a3fbf0dc2c-image.png

        A work of art is never finished, merely abandoned

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        • F
          FunkOff
          last edited by 14 May 2022, 21:49

          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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          • T
            ThomasHiatt
            last edited by ThomasHiatt 14 May 2022, 23:06

            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.

            A 1 Reply Last reply 14 May 2022, 23:37 Reply Quote 0
            • A
              arma473 @ThomasHiatt
              last edited by 14 May 2022, 23:37

              @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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              • V
                veteranashe
                last edited by 15 May 2022, 04:09

                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

                1 Reply Last reply Reply Quote 0
                • J
                  Jip
                  last edited by Jip 18 May 2022, 13:31

                  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.

                  A work of art is never finished, merely abandoned

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                  • S
                    Sainse
                    last edited by 19 May 2022, 19:43

                    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:

                    1. assisting air factory with hives (no energy stalling with or without eco manager, but because of energy spikes it disables massfabs)
                    2. 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.

                    1 Reply Last reply Reply Quote 1
                    • D
                      Deribus Global Moderator
                      last edited by 21 May 2022, 19:59

                      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.

                      1 Reply Last reply Reply Quote 1
                      • J
                        Jip
                        last edited by 21 May 2022, 23:06

                        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).

                        A work of art is never finished, merely abandoned

                        J 1 Reply Last reply 25 May 2022, 20:42 Reply Quote 0
                        • K
                          Katharsas
                          last edited by 22 May 2022, 10:27

                          Is it possible to add a new icon or do you have to use an existing one?

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                          • T
                            ThomasHiatt
                            last edited by 22 May 2022, 18:10

                            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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                            • W
                              wizztick
                              last edited by 22 May 2022, 18:46

                              Would it be possible to use the pause icon with a different color for auto-pause?

                              1 Reply Last reply Reply Quote 0
                              • J
                                Jip
                                last edited by 23 May 2022, 07:39

                                I'm not sure yet - there's some engine magic involved there 🙂 .

                                A work of art is never finished, merely abandoned

                                C 1 Reply Last reply 23 May 2022, 09:43 Reply Quote 0
                                • C
                                  Ctrl-K @Jip
                                  last edited by 23 May 2022, 09:43

                                  @jip work progress is a good idea anyway

                                  “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                                  — Steve Jobs.
                                  My UI Mods
                                  Support me

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                                  • J
                                    jcvjcvjcvjcv @Jip
                                    last edited by 25 May 2022, 20:42

                                    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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                                    • D
                                      Deribus Global Moderator
                                      last edited by 26 May 2022, 03:34

                                      As Jip has stated already, no, this cannot be made as a toggleable option.

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                                      • J
                                        Jip
                                        last edited by 26 May 2022, 05:00

                                        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:

                                        • https://github.com/FAForever/fa/pull/3883

                                        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.

                                        A work of art is never finished, merely abandoned

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                                        • T
                                          thecore
                                          last edited by 26 May 2022, 06:03

                                          A yellow pause button could work

                                          Never Fear, A Geek is Here!

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