[REL] Build Power 1.3.0 [80462]

Discussion in 'Released Mods' started by ORFJackal, December 20, 2013.

  1. ORFJackal

    ORFJackal Active Member

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    Last edited: April 15, 2015
  2. stormingkiwi

    stormingkiwi Post Master General

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    Beautiful. Beautiful. Does it do for factories too?
  3. elitedanzel

    elitedanzel Active Member

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    Awesome, accepted through to PAMM :)
  4. ORFJackal

    ORFJackal Active Member

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    Yes.
    stormingkiwi likes this.
  5. proeleert

    proeleert Post Master General

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    Nice ! going to steal your html loading idea :) Why didn't I think of that :)
  6. ORFJackal

    ORFJackal Active Member

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    I thought about writing a post about that way of loading html templates, but you were faster to notice it than I expected. :)
  7. LavaSnake

    LavaSnake Post Master General

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  8. ORFJackal

    ORFJackal Active Member

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    Version 1.1.0 works with the new module system that PAMM 3 uses. You can download it from the first post and later also through PAMM.
  9. proeleert

    proeleert Post Master General

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    Added to PAMM
    stormingkiwi likes this.
  10. stormingkiwi

    stormingkiwi Post Master General

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    Does it take into account, if units are already lathing, what their buildpower is during a stall?

    (Just that that is the main time when this is truly useful)
  11. ORFJackal

    ORFJackal Active Member

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    It always shows their theoretical max power, regardless of whether they are lathing or not. I'm not sure whether the PA API exposes the current energy & metal usage at the unit level - I better look into it.
  12. masterdigital

    masterdigital Uber Alumni

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    The current energy / metal usage is not exposed to the client. The supplied values are just read from the specs.
  13. Corang

    Corang Well-Known Member

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    What if you take the percentages from the economy efficiency mod and apply them to the metal/energy use? Could you display the output that way?
  14. cola_colin

    cola_colin Moderator Alumni

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    I think that could be a way to do it. Albeit probably not as accurate as directly asking the server.
  15. Corang

    Corang Well-Known Member

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    As I am not good with js or html or any kind of programming language, could someone take the time to create a mod that displays the current metal output depending on economy usage?
  16. stormingkiwi

    stormingkiwi Post Master General

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    What is that metal divided by energy value?

    It seems to be 50/3.5. Not 50/3500.

    It doesn't seem to be accurate anyway, because it doesn't give the useful values (i.e. the commander spends 0.02 energy per metal, or requires 50 energy for every metal it spends)
  17. ORFJackal

    ORFJackal Active Member

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    It's metal divided by 1000 energy. "14.3" instead of "0.0143" makes it easier to read and to compare with other values. This way the unit efficiencies are, IIRC, in the range of 6-20. Also the UI which reports the energy production/usage (at least with the efficiency plugin installed) reports it as thousands of energy units (e.g. 123k).
    Last edited: January 10, 2014
  18. stormingkiwi

    stormingkiwi Post Master General

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    Ok. I'm used to Brad's implementation (which is the perfect reverse, energy divided by metal, so Commander is 50, vehicle factory is 45, bot factory is 56). Guess it doesn't really matter that much actually. I find you have to build more energy before you build more metal to support more fabbers. (i.e. metal goes up cheaply, energy does not)
  19. tatsujb

    tatsujb Post Master General

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    EDIT : still works in build 61250
    Last edited: February 19, 2014
  20. ORFJackal

    ORFJackal Active Member

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    It may work, but it looks awful. I'll update it "soon."

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