Hextorio - Build in hexagons


Adds dungeons, quests, an economy and trading system, the ability to level up items in the game, and an extra tier for transport belts, belt capacity, modules, quality, spidertrons, spaceship fuel recipes, chemical fuels, bullet magazines, rockets, combat robots, and nauvis ores (endgame). Also divides the planets into hexagons, which contain resources, enemy bases, or profitable trades. Get rich by selling your excess items, buy hexagons, and plunder the powerful dungeons on every planet!

Overhaul
21 days ago
2.0
2.69K
Factorio: Space Age Icon Space Age Mod
Transportation Logistics Combat Enemies Environment Mining Manufacturing Storage

b 1.3.12 -> 1.4.2 upgrade

24 days ago

Some small issues, that i have seen after upgrade:
- if i set in settings the "Unresearched penalty" to 0, the warning on hex core is still visible
- don't remember how it was previously, but now by upgrate of productivity, while Hex Core is open, the productivity does not refresh automatically (i need to reopen the Hex Core to see new productivity)
- by opening of the trade overview and switching between the trades i can see 3 loading bars for some milliseconds. Previously it was smoother.

23 days ago

The trade productivities get recalculated over time upon certain triggers (such as changing a mod setting), typically taking around 3-5 seconds on large saves. This is to avoid large frame stutters in other cases when trades get increased productivity like when items get ranked up. So this is why you wouldn't see the productivity change immediately while the hex core GUI is open. Previously, it was an immediate change, where all trades got iterated in a single tick (which would freeze the game on large saves).

The trade overview was causing massive frame stutters on large saves, lasting seconds at a time, because it was iterating over all trades to filter and sort them by various metrics. Those progress bars showing for a split second is definitely a little less smooth for freshly started saves, but it's significantly smoother for large saves (10k+ trades per planet, freezing for no time at all now). Is this really an issue?

I'll be sure to remove the label when the unresearched penalty is zero. Thanks!

23 days ago

Trade overview:
The problem is not in showing the trades, but in time for retrieving the relevant trades by new request. Correct?

For me:
as there is now existing a feature for favorites, i store all the trades, that i use as favorites.
And currently if i want for example to check the trade dependencies: "copper -> cars -> belts -> iron -> copper" i see:
copper -> progress bars -> cars -> progress bars -> belts -> progress bars -> iron -> progress bars -> copper
So its like flickering whole time. (trade overview is ya somehow the heart of this mode)

I fully understand your point for late game, but are progress bars the only option?

Some proposal for UI:
- Add an icon (gren/yellow/red) / button (ready/in loading) / whatever above the trades.
- Once any item in trades is clicked:
-- keep the trades shown
-- animate icon / change button description
-- ignore any other clicks on other items
- as soon you have data for clicked item:
-- update trades
-- update icon / button
-- user can click again on some item in trades

One other point against progress bars:
By going over trade overview i want make some calculation (regardless the productivity) and this flickering can be very destructive for concentration

Hoping you will get it as positive feedback.
I love this mode, but for me personally, this can be reason enoght to remove the mode (unfortunately)

23 days ago

I see your point. I will make it skip the loading bars if the processing would normally take fewer than 5 ticks or so (and instead process all of it in a single tick), as that amount of processing is relatively acceptable even on a server. Better yet, I can raise that threshold (allowing more processing in one shot before showing progress bars and slowing it down) for single player games since you're only affecting yourself.

As I host and play with others on my public Hextorio server, I notice blaring obvious things that can be improved or optimized. It was my public server that led me to batch-process the trade overview calculations (the game was freezing any time anyone made any change to their filters). I had generalized the batch-processing for all stages of the game, but it turns out that the flickering from the rapidly updating progress bars can be unsightly. I agree on that completely.

I appreciate your feedback. I don't want to come across as ungrateful for your interest and time spent playing my mod. It means a lot to me! :)

So, this will be addressed in 1.4.3.

23 days ago
(updated 23 days ago)

1.4.3 will come with the /trade-batching-threshold command. I don't know exactly what will work best for your preferences, so if the flickering comes up again and it bothers you, please feel free to run /trade-batching-threshold to see what the current value is, and then increase it with /trade-batching-threshold <number>. You can set it to as large of a number as you want, and it'll effectively revert the whole progress bar thing. Sorry that this was an annoyance to you.

22 days ago
(updated 22 days ago)

Thank you.
Could you please add this command to the FAQ?

As at some point of time this discussion would be harder to find here.

22 days ago

Even better, I'm moving it over to a runtime ("Map") mod setting. Easier to find and use that way.

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