Calculates maximum consumption/production rates of assemblers, plants, etc. Current version 200.0.49 supports Space Age but NOT anything to do with Quality - that's on the way. Also, idle Recyclers present 0.0 for each product quantity. Active recyclers are ok.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Hey Theanderblast, big fan of your mod and I was wondering if you had any intentions on updating for the newest version of Factorio?
My plan is to use Raiguard’s Rate Calculator mod for a while and only update Max Rate Calculator if it’s missing something I want. Have you tried it? Does it lack anything that my mod provided?
Hello* Theanderblast, also a big fan of your mod. I know its easy to ask as an end user and not a contributor but I also second a 2.0 update if you ever intend on doing it, I personally love your mod and I can't stand the UI of Raiguard's mod after using yours for years.
Interesting.... thanks!
Amen to what Chelsy5 said. Please update it if you can spare a moment! (if it is a job for a moment;)
Same Plz if youre down to update anyways
I tried to play without this mod. I decided to wait and put the game down until this mod is available. It makes my game play enjoyable vs tedious. i will sit there with a spread sheet if I have to. but I really don't want to, and I don't like the UIs of others. Thanks Theanderblast
ETA pls?
I've started on it. They've changed a lot of things!
Thanks a lot! I can't figure out the Raiguard's Rate Calculator interface at all.
Should I get quality effects working before I release it?
If it's release condition without quality then I'd say release it with a note that quality will be coming as soon as you have the time to implement it.
I would say so, but I have no idea how much work it would require. Thanks again for taking a look at updating it :).
Just want to second this, I tried Raiguards and I think this one was superior. Thanks for considering an update!
Ok, it's there, without support for how quality affects things.
Idle recyclers are weird, but active ones seem to do the right thing.
I've only tested this on Nauvis, Fulgora, and a couple of platforms.
Also added rate unit for items/hour which was requested.
thanks, this version is the best
Hi, I have just updated the mod but I cant find the icon to use it in game. any help is appreciated
Hi, I am having the same issue as fortyseven. Can't find icon in the game =(
What do you mean?
Default key to do the selection is ctrl-n, changeable in Settings
oOooHH YEAH!!! Thank You Theanderblast!!!
I just checked calculations. Im making green chips @ 364% with 40% productivity in assembly 3's.. Im pretty sure its producing the chips at 16.2/s but max rate calculating them at 43.4/s... can you reproduce?
the mod works with ctrl-n but it no longer shows the button on the right side of the menu.
I took a screenshot: https://imgur.com/vpCDQMu
I see a problem. It has something to do with beacon effectivity. Am looking at it. Numbers are about 3x too high
I've uploaded 200.0.50 which should fix the calculation issue. May even take into effect quality of assembler.
Haven't fixed getting the shortcut button back in place yet.
You are a legend Theanderblast, been using the mod, works great :). Ty.
First off, still no button, sorry to beat a dead horse. Second but more importantly, THANK YOU. I can't even begin to describe how frustrating it was not having this mod. The other versions people have made don't function anywhere near as well, keep doing what you're doing!
Edit
I saw your earlier post about if the other mod had anything yours lacked and it definitely doesn't but here's a list of things that would be really cool functionality
I've uploaded 200.0.51 which has the button.
Unit setting selection is supposed to be 'sticky' across saves, but that wasn't working for the bottom entries (which are added on the fly). That should help, CrastActual....
Button works again! Thanks alot for creating and maintaining such an amazing mod!
I can't stand the UI of Raiguard's mod after using yours for years.
Just want to second this, I tried Raiguards and I think this one was superior. Thanks for considering an update!
Just curious, why? If there are deficiencies in rate calculator then I can try to fix them.
Thanks for all the work to get the update working! Great mod.
Noticing an issue where values are inaccurate with foundry for iron plates at 74% prod and 140% crafting speed should be 10.44 items/s but I am seeing 7.44 items/s Can send more info if needed to reproduce.
What are the modules/beacons you have set up?
4 normal tier 2 prod modules and 4 beacons with normal tier 2 speed modules
Here's a screenshot https://imgur.com/9AkZBHR
Yeah, this mod is broken. Here's a comparison between MaxRateCalculator and railguard's RateCalculator:
Uploaded 200.0.52, fixes calculations with foundrys and electromagnetic plants. These newer assembler types have an additional productivity bonus built in.
if your mod uses UI from modern versions you could update the screenshoot gallery to show up-to-date interface.
The mod Max Rate Calculator (200.0.52) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event MaxRateCalculator::on_player_selected_area (ID 52)
LuaRecipePrototype doesn't contain key productivity_bonus.
stack traceback:
[C]: in function 'index'
__MaxRateCalculator/control.lua:1152: in function 'calc_assembler'
MaxRateCalculator/control.lua:1344: in function 'calc_production'
MaxRateCalculator/control.lua:1576: in function <MaxRateCalculator/control.lua:1537>
https://i.imgur.com/T3ROhjA.png - selected furnaces when mod crashes.
Thanks, I’ll look at it as soon as I get back from lunch
Fixed it. Issue with idle smelters, trying to use previously active recipe.
Foundry calculations seem still off.
https://imgur.com/a/aDdILEx
Example: 3 Foundries, each with 4x productivity module 2 making molten copper.
Mouse over vanilla info says 65,2 molten copper, but max rate calc says 46,5