Powered Belts Extended


Belts, splitters and loaders now need power and can be can be made more efficient through research.

Tweaks
3 days ago
1.1 - 2.0
289
Logistics Power

i Tooltip to show power usage

16 days ago

Thank you for updating to 2.0, just did some testing in adding it in a big save, and the whole migrating to powered belt took a while due to the initial scanning of course. After the initial scan it kept on 0.5 ms, a bit high but my pc is also not that powerful and this is on a big save (about 160k belts spread across 14 surfaces), but perhaps other optimizations could be made, i don't know.

But i also have one suggestion:
Perhaps add power usage into tooltips of the different entities.

In addition:
The hidden entities, which also show in the power overview, don't have a localization, so you see these ugly unknown-key thingies. and makes that you cannot search for them. However you can see them all in facotriopediea, perhaps they should be hidden there?

15 days ago

Hello! Thank you for using and testing the mod and for concrete feedback!

Yes - I believe optimizations to reduce frame ms usage and scan time can be made.

I'll try to address that as well as tooltips, localization and factoriopedia in the next updates.

14 days ago
(updated 14 days ago)

Hi! Thanks again for posting.
An update on potential improvements I might be able to ship in the next days:

  • localization added to power sources and unpowered entities (will be able to search for them in production stats as well as on power network stats)
  • power source entities and unpowered entities hidden from factoriopedia
  • static tooltips (as described later)
  • pipette and blueprinting of unpowered entities working
  • bugfix (currently - both ends use power-worth of the whole pair so 2x usage) + maybe slight balance update of underground belts power usage
  • maybe - improved per-tick and scan performance

some more issues I'd appreciate an input on - how painful or acceptable are they?:

  • tooltips will be static on items + entities - it will show base power usage and formula for tech + value for max tech level - I couldn't seem to find a way of making it dynamic - does it cut it or would you like to see a different static form? https://imgur.com/wx7nq4q (power sources in electric network info still show correct value "Max. consumption: .. ")
  • underground belt power drain is static - irrelevant of how long the belt is actually built - would you like to see power interfaces adapt accordingly so short undergrounds are less penalized?
  • when building undergrounds manually: trying to pair up with 'a solo unpowered underground end' - the hint overlay of 'underground tiles covered' + directional arrows don't show because the engine doesn't recognize them as a matching pair.. - https://imgur.com/u24Drcu
  • stats regarding desconstructed entities will still show values split between 2 prototypes: 'normal' and unpowered one - https://imgur.com/ndmFDMb
  • electrical info stats regarding power will still show values split between power source prototypes for all tech upgrade levels if the time range includes pre-upgrade periods: https://imgur.com/nL1PS9l
  • unpowered entities still show green dot "Working" - but it is related to circuit network - so even if misleading I assume its fine?

Also, if you have encountered more problems - I'm happy for such input!

13 days ago

Wow, Thanks a lot for your fixes, the proper pipetting is a godsend!

Regarding the research regarding the power energy reduction, personally, i would like an option to disable the research at all. Kind of feels a bit of a pity to reduce the challenge. If the research would be disabled, that could also make the tooltips more simple. and would also solve some of the other -non-critical- issues.

Perhaps i would like more user customizable power usage, so I could set for example 5kw for yellow, 10kw for red, 20kw for blue and 50kw for turbo. So you might need to think twice if you really want those high performance belts there. But I understand that not everyone would like that :-)

When building undergrounds manually: trying to pair up with 'a solo unpowered underground end' - the hint overlay of 'underground tiles covered' + directional arrows don't show.

For underground power usage i think the current approach is fine, it doesn't matter that much in the long run.

I hope there could be other ways to optimize performance, at default settings it clocks in at about 0.4 ms on my computer, perhaps you can cache network grids or something? so all the belts in there are skipped checking?

Finally, when using https://mods.factorio.com/mod/black-rubber-belts-remastered some of the icons look weird in the poweroverview.

13 days ago
(updated 13 days ago)

Thanks for the response - I'm glad you liked the update!

an option to disable the research at all
that could also make the tooltips more simple. and would also solve some of the other -non-critical- issues

I will add a setting to choose amount of upgrades including 0. When at 0 the tooltips will be simplified.

the hint overlay of 'underground tiles covered' + directional arrows don't show

I most likely won't be able to fix that one at all.

there could be other ways to optimize performance

I'll need some time with that but I'm planning to improve it.

some of the icons look weird

I'll have a look.

set for example 5kw for yellow, 10kw for red, 20kw for blue and 50kw for turbo

Would you want to see specific customization for yellow/red/blue/turbo so you can set specific amounts or a single penalty-formula-setting for higher speeds above yellow would suffice? - i.e. exponential factor where default equivalent to no effect is 1.0 but you can set it to 2.0 for quadratic scaling with speed - double the speed, quadruple the cost. with values in-between available too.
The upside for the general formula is that it would be compatible with modded / additional belts from other mods.

12 days ago

Thanks again for all your efforts, looking forward to disable the research to keep it as uncluttered as possible.

With the unground belts, sometimes it seems to invert the direction, not exactly sure how to reproduce that. Perhaps it will become better when I will have bots :-)

For the power setting, I agree that a setting for the exponent is the way to go, to keep compatibility with modded belts.

12 days ago
(updated 12 days ago)

Thanks for another input!

With the unground belts, sometimes it seems to invert the direction, not exactly sure how to reproduce that

I don't think I came across that (or just ignored it and forgot) but I played with it before 2.0 factorio version - currently only testing but planning to have a go at new map with it soon. If you happen to find likely context of when that happens - please post it.

12 days ago

I think i now know how to reproduce:
Place the first underground in a non-powered area, then place the opposite underground in a powered area. then supply the initial underground with power.

12 days ago
(updated 12 days ago)

Thanks. I was able to reproduce that.

However, I'm not sure if its an addressable issue. I believe it comes from the fact that the 2 underground entrances were built with opposite directions (because the game engine did not pair them - as described in the issues above - so IMO it didn't force a matching direction that happens when you build both in powered areas). After supplying power they become a pair so engine tries to match the direction for them to work together.
The fact that the game puts the 'input' part always first when there's no valid underground pairing makes it so that one of them will need to change when power comes up - if it was not manually rotated beforehand, after placement..

Did I get it right or was there something else going on?

Trying to come up with potential mitigation:

The question is which direction does the player prefer?
The non-powered one or the powered one? Or the one that was built first ? - I could implement some forceful redirections based on that - but I'm not sure if it would end up being a better experience overall?

What was the overall context (further than just the reproduction context) in which it has annoyed you - what were your intuitive expectations?

Was it the assumption that the belts should be paired up as usually and the other belt should have been an 'output' underground?
Was it blueprinted before they matched - which probably is more annoying - because after placing the build gets messed?

Including a specific item that player can have that places unpowered belt so that it can just match is not a viable option due to confusing clutter.

Let's think about possible mitigation; if not feasible - I'd otherwise call it additional difficulty/frustration and document in the mod description with the conclusion that its better to build in already powered areas or make sure you rotate belts correctly after placement.

EDIT: added to mod description under Known Limitations.

2 days ago

Finally, when using https://mods.factorio.com/mod/black-rubber-belts-remastered some of the icons look weird in the poweroverview.

Staged fix for next release (>1.3.0 - not live yet).

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