ShadowTheAge / yafc

Powerful Factorio calculator/analyser that works with mods
GNU General Public License v3.0
164 stars 51 forks source link

ideas (or questions ) and a few bugs #24

Closed immortal-sniper1 closed 4 years ago

immortal-sniper1 commented 4 years ago

1 ) is it possible to use mixed modules 2) not sure if the mod makes a difference between steam at different temperatures ( playing py mods with the last version ) 3) is there a way to resize the window? atm it is from the very top of my screen and ends somewhere under my screen 4) using pyAL modules creates a error (unsolvable but it was solvable before (i think it is a bug related to negative productivity values , those values don't count in the game and are there only to prevent use in beacons) 5) not sure about price algorithm but sometimes it seems off

ShadowTheAge commented 4 years ago

1) Currently not, Modules are still in the "partial support" state, I don't want to add a lot of data (like specifying each module) to each recipe, but loks like I will have to 2) Temperature is partially supported. You should get a warning if tempratures don't match. But there is no (currently) separate links for different temperatures. (Also there is a bug at determining result temperature that will be fixed in 0.4.3) 3) The window is resizable, but it starts at its minimum size. I should add downscaling the whole UI if the monitor is too small. 4) Can you please send me your project (.yafc file)? I didn't know about negative productivity, should add a check for it. 5) Price algorithm works as following:

So, for example there is a simple mining recipe (nothing) + (1.5 logistics cost) <= (? 1x result cost) -> result cost will be 1.5 if there are no recipes that makes it less, for example if there is an alternate recipe (noting) + (2 logistic cost) <= (? 2x result cost) for the same result, the result will start to cost 1.

immortal-sniper1 commented 4 years ago

ok 4 ) is is a standard -1% for all plant/animal modules how should i send that file ? email discord drive

immortal-sniper1 commented 4 years ago

ok that sorta explains why pomp water was considered bad

immortal-sniper1 commented 4 years ago

btw , not sure how familiar u are with pyAL BUT: in the case of farms/ranch calculator may say 1200 without any modules but that is false! there is a script that stops them if there is no plant/animal module in them , it is not that important since it is easy to spot HUGE farm counts and notice something is wrong , is there a way to set default modules like in hellmod?

ShadowTheAge commented 4 years ago

There is a "filler module" that can be set up in the settings Any way of sharing files should do, you can email if you want (email is in the profile) but .yafc files are small and you can just attach it here

immortal-sniper1 commented 4 years ago

project1.txt

renamed extension since file was not supported

immortal-sniper1 commented 4 years ago

biomass from kical was the problem

immortal-sniper1 commented 4 years ago

also if i update mods day recipe x gets a X10 buff will a tab refresh automatically or do i need to press something?

ShadowTheAge commented 4 years ago

you need to restart YAFC Additionally, if you enable, disable, add or remove mods, or change mod settings, you need to load the pack at least once in Factorio (YAFC doesn't do "settings" stage and relies on the correct mod-settings.dat created by Factorio) Hot reloading is a possible addition, but it is not currently a priority.

immortal-sniper1 commented 4 years ago

well it was for mod balance purposes so it is very little general use

ShadowTheAge commented 4 years ago

Yes, I was thinking about using YAFC to balance mods just yesterday. And i think that would be a cool use of the tool. So I have added a task (https://github.com/ShadowTheAge/yafc/issues/26) to implement hot-reloading

Still not immediate plans but I'll look at it

immortal-sniper1 commented 4 years ago

btw also regarding build comparison and balance what about a buildings used in total in a tab?

ShadowTheAge commented 4 years ago

added https://github.com/ShadowTheAge/yafc/issues/30

ShadowTheAge commented 4 years ago

I have tried to load your model, but there are missing recipes that don't match my pY installation, so I would need all the mods, or at least those that adds the following:

creative-mod_free-fluid-u-30 (recipe) boiler.electric-boiler-mk4 seaweed-mk04 (item) moss-mk04 (item)

Also it would help if you point on an incorrect calculation (preferably with screenshot)

ShadowTheAge commented 4 years ago

And I have also added check for negative productivity, so there may be no problem left Is this correct? image

ShadowTheAge commented 4 years ago

Yeah, not counting -1% productivity would certainly ruin this case as there are exactly 100 modules :D

ShadowTheAge commented 4 years ago

0.4.3 is released as a pre-release https://github.com/ShadowTheAge/yafc/releases/tag/v0.4.3

immortal-sniper1 commented 4 years ago

yes i will test it

creative-mod_free-fluid-u-30 (recipe) ( creative mode , so they dont count) boiler.electric-boiler-mk4 my mod https://mods.factorio.com/mod/electric_water_boiler seaweed-mk04 (item) it is in game but it has no recipe atm ( pyAL is still work in progress) moss-mk04 (item) same

ShadowTheAge commented 4 years ago

Hmm, is it stable enough? I have started new py playthrough with AL ("Now I can finally play the game") and I don't want to redo half of the base after 100h :D

I have also noticed that pyAL does a lot of logs (that account for probably half of its loading time) Also I have found cheaty recipe that allows you to launch a rocket using basically water and 1 crafting building (some farm, don't remember name). I thought I wasn't accounting for something in YAFC (it showed that space science is cheap) but nope, it works in game, just ad satellite :)

BTW if you want to see mod logs (lua log) just launch YAFC from console like powershell (the GUI will still show as usual)

ShadowTheAge commented 4 years ago

Also if you are familiar with mods maybe you know: py aluminium mining

prototype states it requires 100 coal-gas YAFC thinks it requires 100 coal-gas FNEI thinks it requires 100 coal-gas Factorio shows it requires 10 coal-gas

I don't see anything in the prototype and on wiki that accounts for that 10x difference Is it just hardcoded?

immortal-sniper1 commented 4 years ago

auto-farm spauns plants not space science (another thing that hellmod cant math the right way)

regarding py aluminum i think it is 10/ unit from a gut feeling but i am not sure

Hmm, is it stable enough? it is BUT i am still balancing stuff tho unless you stream it every day you will not run into them on a new map

ShadowTheAge commented 4 years ago

I have started a new sandbox scenario, cheated auto-farm, completed 1 recipe (something from water/dirt), put a satellite there, clicked "launch" and took my "hard earned" 1k space science packs

10/unit is correct, the question is why it is 10 when prototype specifies 100. My current assumption is that factorio defines a "mining operation" as "10 ores mined", so I have to just hard-divide by 10

immortal-sniper1 commented 4 years ago

maybe

immortal-sniper1 commented 4 years ago

regarding the science cheat that is interesting

immortal-sniper1 commented 4 years ago

found another bug

immortal-sniper1 commented 4 years ago

when loading mods it does not prioritize folders over archives (game does that ) how i found this bug , i edited some stuff and it did not change after a few edits at all

ShadowTheAge commented 4 years ago

Fixed for the next release As the bug is minor, I don't know when the next release is going to be published. But you can download sources (using git or zip), and run "build.bat" (you need to have .Net core installed for that) Build result will appear in Build/Windows