danielheegg / smartejectors Goto Github PK
View Code? Open in Web Editor NEWA Dyson Sphere Program mod that makes EM Rail Ejectors smarter
License: MIT License
A Dyson Sphere Program mod that makes EM Rail Ejectors smarter
License: MIT License
any way to make the mod less laggy like its not lagging that much but yea
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.
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.
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.
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.
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
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)
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