Game Stats 2.0

by Pirate

The indicator of evolution, the number of killed biters and more. Original mod by Ajick. 2.0 compatible version by filip-t

Utilities
3 months ago
2.0
604

b Each time you load the map, the settings are reset.

3 months ago
(updated 3 months ago)

With each entry to the map (loading a save), the window position on the screen is saved, but columns and their contents are reset to the moment when you first enter the map.

3 months ago

Yeah, I found this today and fixed it already. New version up soon - now with Space Age enemy kill counts!

3 months ago

Were there any ideas to add new statistics output fields?

3 months ago

Not sure what you mean. Do I have any other ideas for stats to show?
Not right now, but I am thinking a bit on what I could add. I'm playing other things now, so I don't have that much Factorio on my mind.
Feel free to share your ideas if you have any - I'll check if it's possible to implement them if I have some time.

3 months ago
(updated 3 months ago)

The better victory screen mod contains information about how many kilometers you have covered. It would be funny to see this indicator in real time. Suddenly someone will want to find the upper limit and will run back and forth for days... With legendary exoskeletons) It would be possible to add statistics on how many space platforms were created in total, and how long they were in flight. I can even imagine how it can be calculated through events. How much distance they flew (easy as pie, even if you fly without flying).

3 months ago

You can even count how many buildings were installed, kilometers of conveyor belts, thousands of manipulators, kilometers of power lines... And of course, the most important thing is to count these statistics only if they are included in the display in at least one column. Otherwise, it will all load the processor once again. But we all need optimized mods.

3 months ago

Also, I think some individual variables could be updated more frequently. If possible. And if it makes sense. For example, the player's current speed. Of course, there is a mod for GUI statistics... But I like customization more.

3 months ago

Also, it would be really cool to see "time in current session". That is, we went to the map and spent 10 hours on it without stopping, when we re-enter this number will reset. It would be even cooler if it also displayed: the longest session, the previous session.

And why not add... Current position by coordinates? That would be cool too, I think. Of course, there are debug tools for everything, but for people who don't know how to use debug - Such possibilities might be interesting.

3 months ago

Wow, you have a lot of ideas :)
I will look into them when I have some time. Some of them seem pretty easy to add. I'm still learning the modding API so I will need to check first how complicated these stats would be to get.

Ever thought about learning modding? You could add whatever you wanted yourself ;) It's all open source and there's a lot of resources online these days. Even the AIs like ChatGPT can help a bit - It doesn't really know the Factorio API and it can't write a mod on it's own, but it's pretty good at giving hints for Lua.

3 months ago

I have a lot of simple unreleased mods that I usually write in the constraints of a single save. In the near future, I will continue working on the soundpad core and the emoji chat core. the big problem is that I still have to play and write mods from my phone, since I moved to another city to adjust my life. Yes, indeed, I play factorio from my phone.

3 months ago

I learn modding through reverse engineering of other people's mods, because the API documentation is not entirely clear to me, I make a lot of mistakes there. and in the analysis of other mods, everything is much better. previously, I was able to launch factorio in a bundle of mods SE, Bob, Angel, Py, 248k, Krastorio 2 and some other global mods. and it worked. only the frizz is incredibly strong because of the script for ores in SE for all planets. There were a lot of ores. I also have ideas to create 3 more mods, two of which are very difficult for me technically and one is just very bulky, comparable to the Py build. There are some small developments and a start has been made.

3 months ago

Also, the idea of a core for music or emojis just came from the fact that I was playing with friends and it was fun when something interesting was happening around. and in order not to search forever for the same memes, I decided to add them directly to the game. This also makes it easier for other players to access add-ons. for example, for emojis, you will only need png images, then add the script from the kernel to the folder, execute the script, and optionally add emoji descriptions to the generated emoji table. that is, the minimum tasks are necessary for the final user.

everything is more interesting with the musical core, I'm still trying to figure out how to play the sound globally, and not in the center of the surface on which the player was. that is, issue's skill. joke. I just haven't found out how to play regular audio as a global speaker yet. also take into account polyphony, sounds that are already being played and their interruption if they are long (custom music).

The other day, I came up with the idea to add the ability to create music for the game (in the background), for certain planets, surfaces, various instruments, and also the soundbar itself for meme situations.

3 months ago

I think you can familiarize yourself with the internal component of the better victory screen mod in order to understand more how it works from the inside. there are a lot of statistics that I would like to see almost in a live format, and not just on the verge of completing the game, just once. After all, having reached promethium, the game is just beginning!

3 months ago

Great! That's a good approach. Keep working on this. The API docs will make more sense with some time and experience.
If you implement any of the stats you came up with and send me a pull request on GitHub I could merge your changes into the mod. This is a pretty straightforward mod so it's good for practice and learning - that's why I picked it as something to work on.

P.S. Modding on a phone! That's some dedication. It's actually impressive.

3 months ago

P.S. Modding on a phone! That's some dedication. It's actually impressive.

There are about 216 hours counted on one map. Well, that's by the way. My computer will come back to me soon and I will drown in it again.

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