A basic version could be done albeit in hacky fashion, abusing the select idle x commands and counting units in the selection. Not really the way to go but it would give the functionality in a buggy, 'proof of concept' sort of way.
Would it ever be possible for this mod to set a build queue for each factory rather than just a single unit, or is that outside the bounds of what's possible with modding right now?
It's possible to implement something like "Bot Fabber 40% chance, Dox 60% chance, ...". If there were 4 idle factories the dice would be rolled once, so they would all build either bot fabber or dox. Proper queues are not possible, that's a limitation with the way I implemented the mod rather than a limitation with what mods can do. But creating a sensible UI in the settings menu to do this would be a nightmare, it's unlikely I'll ever get round to something like this. edit: @Quitch, if you thought this was a mod update post, sorry
Hmmm, then what about some kind of pausing on a per factory basis? Seems like it might be a little easier to implement. Hear me out... Let's say you click on a factory in-game, two sliders should show up on the UI, energy and mass. Set them as a percentage just like autobuild for that individual factory. If your economy falls below those thresholds, that factory simply pauses production. If it rises above, production resumes. This would be simpler and more easily customized. A player could set different thresholds for factories with different queues, placing priority for some units over others. Also it would solve one issue that Auto-build currently has: too many factories starting simultaneously. Let's say I have 10 T2 vehicle factories on a planet. If all of them start building at the same time, it can be a decent hit to my economy. Having things setup this way would allow me to ramp up as needed by setting one factory to something like 50%, then 55%, and 60%, and so on so more and more factories start producing as the economy improves, rather than a whole bunch being turned on at once because a certain amount has been reached without considerations for how much drain it would put on my economy. Anyway, just a thought. I wish I knew something about modding because I'd love to tackle this myself.
Have you changed the settings of what's visible? It's a known bug I don't think I properly fixed: https://forums.uberent.com/threads/rel-auto-factory.55995/page-4#post-899041 If that is the problem, reset the settings (sorry but all other settings will be reset too). If something else is causing the crash, can you give any details please?
I wanted to make a mod that would make the roam command use the spherical spiral algorithm, so you could built a scout unit and give it that command, and it would do a perfect spiral around the planet (outwards from your base). A developer replied to my query and if i recall correctly, i just left it because the API available wouldn't let me do it. So yeah, an API to directly give commands to units; that'd be sweeeeet
I'm thinking about getting rid of some of the cruft in this mod. What I'm thinking of is: Get rid of the UI altogether Add an auto enable/disable hotkey Pressing the auto hotkey will tell you the status of auto factory somehow. Maybe audibly, maybe a temporary text box displayed for a few seconds, maybe faking an alert Would anyone miss the features that would be removed? They would be the manual ui button (that can be done via the existing hotkey), the auto ui button (that would be done by the new hotkey), and the ui counter (which doesn't count anything particularly useful).
Removing the counter is fine but how about moving the on off button to the bottom right as a new little tab with a factory icon in it?
New version, v1.6.2: Added auto-build toggle hotkey (default q) Added grenadier Fixed sniper Added t2 orbital factory May have fixed crash issue I can't get it to crash with or without blackscreens. If someone else tests and they can't either, I'll put this on PAMM as is. There is a minor bug with orbital, because the launcher and factory can build the same units. If you set the factory to build something the launcher cannot (adv radar, sxx, solar array), and the launcher to build something, the factory will queue up its unit and the launchers unit (in that order). It's pretty minor but worth understanding. That is an excellent idea, it would also act as status indicator and be very unobtrusive. I'll look into it and try and implement before procrastination kicks in.
I got v1.6.2 to crash with noblackscreens, so **** the css file. It doesn't seem to do much anyway, try this version: Removed CSS file
Is this going up on PAMM soon? The live version already has the crash, so it seems worth it just for the Grenadier update.
I've just tested the current version, most things seem to work, except hotkeys which are broken. I'll try and fix it in the next hour and up to pamm. edit:hmm, settings not saving. This may be my first encounter with the settings manager bug.