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    Auto Mass Fab Feedback/Discussion

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    • maudlin27M Offline
      maudlin27
      last edited by

      What about for the second condition (slightly more complex but not massively so):
      elseif energyTrend >= 99 and (energyStoredRatio >= 0.99 or (energyStoredRatio >= 0.91 and energyTrend >= 2000)) then

      i.e. by having it at 99 even if dealing with a T2 mass fab you should be getting a very tiny energy shortfall as it turns off and on (helping to highlight to the player there might be an issue with their power)
      By having it kick in at 91% when you have significant net energy (that's more than a T3 fab) it means your power should recover quickly from an overcharge, while allowing significantly longer to turn on mass fabs to avoid significantly overflowing energy.

      M27AI and M28AI developer; Devlogs and more general AI development guide:
      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
      https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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      • JipJ Offline
        Jip
        last edited by

        Fun fact: at the moment the system fails sometimes.

        A work of art is never finished, merely abandoned

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        • Ctrl-KC Offline
          Ctrl-K @Jip
          last edited by

          @jip we noticed already

          “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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          • ArranA Offline
            Arran
            last edited by Arran

            Repost from elsewhere:
            Seems nice for those few niche eco situations where you want to build fabricators.
            However, it would be nice if there was a visual indication your fabricator was not producing. It currently does not even have the red dashed circle to indicate its off.

            It would be nice to be able to turn this feature on/off depending on player preference.

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            • Z Offline
              ZooDoo4U
              last edited by

              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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              • JipJ Offline
                Jip
                last edited by

                I'd need to see replays @ZooDoo4U .

                A work of art is never finished, merely abandoned

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                • J Offline
                  jcvjcvjcvjcv @Jip
                  last edited by jcvjcvjcvjcv

                  @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.

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                  • JipJ Offline
                    Jip @jcvjcvjcvjcv
                    last edited by

                    @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 Offline
                      FunkOff
                      last edited by

                      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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                      • ThomasHiattT Offline
                        ThomasHiatt
                        last edited by ThomasHiatt

                        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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                        • arma473A Offline
                          arma473 @ThomasHiatt
                          last edited by

                          @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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                          • veteranasheV Offline
                            veteranashe
                            last edited by

                            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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                            • JipJ Offline
                              Jip
                              last edited by Jip

                              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 Offline
                                SainseRow
                                last edited by

                                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.

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                                • DeribusD Offline
                                  Deribus Global Moderator
                                  last edited by

                                  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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                                  • JipJ Offline
                                    Jip
                                    last edited by

                                    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

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                                    • K Offline
                                      Katharsas
                                      last edited by

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

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                                      • ThomasHiattT Offline
                                        ThomasHiatt
                                        last edited by

                                        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 Offline
                                          wizztick
                                          last edited by

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

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                                          • JipJ Offline
                                            Jip
                                            last edited by

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

                                            A work of art is never finished, merely abandoned

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