Git Product home page Git Product logo

smartejectors's People

Contributors

danielheegg avatar

Watchers

 avatar

smartejectors's Issues

Ejectors always disabled

In my current game I have 5 ejectors and 6 defined orbits. The ejectors always think the swarm is full, even when 75% of the sails have been consumed, causing a large energy deficit. This only occurs when the mod is enabled.

Suggestion: EM Rails can change to an orbit that's in sight

If possible, could you have the EM Rails automatically change to an orbit that's in sight once the orbit they're currently firing in exceeds their travel range? This could be automatic by cycling through orbits in sequence until it finds one that's in sight, or it could be manual by allowing us to designate a secondary orbit which it will fire to when the primary orbit is not in sight.

I've been getting around this by simply building twice as many EM Rails and having half fire at orbit one while the other half fires at orbit two, so approximately half are firing at all times, but this is a potential fix that's been bouncing around in the back of my head for a while.

Dyson Sphere/Swarm Orbit is filled when there are no sails in the orbits?

As the title says, The rail ejectors say that the orbits are full when there is nothing in them. I have no idea why this is happening exactly, but I know for a fact that the rail ejectors can't fire because well... without this mod, they'd most likely fire. (And personally, I don't want to have to remove the mod because of this problem anyways...)

I also have provided imgs to show what I mean.
image
image

I honestly have no clue what within this mod would exactly cause it beyond something within the code for detecting if a orbit or sphere is full or not. But I don't think it accounts for not having access to the sphere itself yet.

Possible Mod Interference w/ RailGunsRetargeting

I had both SmartEjectors and RailGunsRetargeting installed. And when I got to progression to launch sails, the guns weren't firing. I changed assigned orbits, but nothing. I changed locations on the planet, nothing. The RG's would follow the assigned path, but just wouldn't fire.
As soon as I disabled SmartEjectors, they started firing off.
Could there be an interference issue between these two mods? RGR mod will cycle through the orbits for the best/inrange orbit, and SE is trying to use Orbit 1 by default. Could this be the issue?

These are the only two mods for the Rail Guns I've used/installed.

Kori

Option to stop firing if too many sails in orbit

If possible, add an option to also only fire the ejectors if there's less than X (eg: 500) number of sails in orbit.
This way they won't fire beyond the capacity of the dyson sphere nodes to absorb them.
Thanks.

image

Mod Performance

My ups went from 36 to ~75 and Dyson Sphere calculation from 7.5ms to 0.5ms when I disabled this mod.
I do have 4 most dense shells under construction on the blue giant which is probably causing it.

Link to save: One Drive

PC specs:
i9-12900k, 32 gb 4800Mhz RAM, RTX 2060S

Originally posted by @IhanaMies in #1 (comment)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.