Repair Turret 2

by tiko13

A fork of Klonan's Repair Turret mod. It aims for repair turrets to be a complete replacement of construction bots (Logistic over time as well)

Content
3 days ago
2.0
845
Logistics Logistic network

b [SOLVED] Repair turrets sitting idle

12 days ago

I first installed this mod fresh, so 0 turrets on my entire game.

When I deconstructed a large mall (lots of belts, machines, inserters, and storage boxes) each turret in range seemed to deconstruct items until it was out of power. Then as it recharged, it sat idle and did nothing. The entire project stopped. I added more turrets in range, they worked until out of power, then stalled.

I don't know if it had something to do with it or not, but there were some nearby turrets that were unpowered. Possibly some of the jobs were tasked to those?

Eventually I powered the unpowered turrets, and dismantled the boxes manually, and everything eventually continued until complete. I don't know if it was what I did, or if it was a time component that made it progress.

11 days ago

I have found the problem, it kinda never occured to me during my playing, but the turret queue does not really check for power continuously, only once (when the ghost is placed)

I have updated the logic to remove queued items from a turret when it runs out of power, and to remove all unpowered turrets from the evaluation completely

11 days ago

Is it possible there is some sort of cache of data somewhere? A list of things to be built that have long since been rendered useless? A list that didn't get cleared properly somehow by the other mod and now impacts both?

11 days ago

Yes there is a table of entities to be processed, if that's a huge blueprint, it will take pretty long to process (i used 5 entities/s, bumped it to 20 this release I just published) - I have added a self scan in addition to the queue, it should now be significantly faster to process

11 days ago

well I was wondering if there was some file somewhere in my system that I needed to delete or .. empty to finish uninstalling the other version of the mod.

11 days ago

It is internal to the save, I am currently using 4 separate queues and 2 tables. I have updated the /rt_rescan command to flush and rescan the queues, as well as per-turret data (Which it did previously) - new release coming up in a few min

11 days ago

Yay!

11 days ago

I guess there's no way to change the title of a thread is there? no way to mark this [SOLVED]?

11 days ago

done :)

11 days ago
(updated 11 days ago)

Stress Test report: Still was able to tank it (lol)

I deconstructed a whole mess of stone brick flooring (always a difficult job) - It never showed more than about 1.4k in the queue, but I got it down to 5 FPS, and 22.1 UPS. Soon as it was done, right back to 60 FPS.
I think it is the visuals that kill it. I move out of the area while it is working, and boom, back to 55-60. move back, tank. Move out, perfect.

This was with multiple actions OFF, for reference. Also had "Hide Paths" ON. Can we get a "Hide little sparkly thing that flies back to turret on deconstruct" to turn ON?

Rebuilding said flooring doesn't seem to have the same impact. Multiple actions on, and in area it stayed up around 30. now that I think about it, it may be because they were low on power, and therefore slowed down. More testing!!

Here's something interesting too: If I simply hover over the UNDO button, with the little window that shows what will be undone (a.k.a. construct all that flooring - resulting in a massive deconstruct command) - the FPS/UPS drops to a very stable 26.6 until I move the mouse off of it.

11 days ago

Just noticed that Quality is set to increase Max Consumption of power, however the max consumption is exactly the same with a legendary one.

11 days ago

For each test, I selected an unobstructed 2x2 chunk aligned selection of tiles.
I used UNDO and REDO to ensure that the selection box was identical.
I waited until towers were fully recharged before proceeding.

Deconstruct:
multiple actions OFF: 1:14 FPS 25
multiple actions ON: 0:27 FPS 7.8
Construct:
multiple actions OFF: 1:14 FPS 50
multiple actions ON: 0:16 FPS 25

Conclusions:
- Multiple actions will get the job done quicker in RL time, in about 40% the time (deconst) or 10% (const), but the game can be unplayable until it is done. IF doing a massive job, where turret recharge needs to be factored in, then time is much more similar between methods.
- Construction animation green beam is faster to render than the deconstruction glowing floating speck.

Solution: Can we get a red tinted construction beam for deconstruction animation instead of glowing speck? Toggleable?

11 days ago

Thanks for your tests, I have tried similar with 103k concrete tiles, but I get 60FPS no matter what on my 9950x3d /w 5090. I have however spotted a strange pattern of deconstruction where some turrets can sit idle until the queue catches up, I am trying to figure out how to trigger the self scan on massive deconstruction jobs without running it periodically to save on precious UPS

11 days ago

I have just figured it out. On deconstruction my UPS got hammered to 29. I was absolutely unnecessarily flooding the turret queue with tons of tiles to delete, then releasing them the moment turret runs out of power, tens of thousand per second - the solution is so simple, simply throttle the max allocated tiles lol, the turret can only build/delete so much before it runs out of power again. This has absolutely removed the UPS drop for me. I will add a setting to remove the animations as well, and it should be good to go

11 days ago
(updated 11 days ago)

I have a computer built in 2017 - Intel(R) Core(TM) i7-7820X CPU, 32GB RAM, and a 1080 Ti. It still plays most games on decent settings, but it is starting to really show its age.

I just tested your new modifications, and even with multiple actions ON, Power running out, and a large job, FPS/UPS never dropped below 45!! Amazing!

EDIT: It's SO FAST now!!! Did you up the construction range? It feels more powerful!

11 days ago
(updated 10 days ago)

Things it still kinda doesn't like:
Big jobs
Landfill
Modules
Map view when there are tons of blinking icons
Lots of placed items you don't have any of (could be related to icons)
And sometimes it just gets stuck. I have to cancel job and re-do it.
Fog of war. I think construction detection range is farther than radar coverage, so you end up with lots of icons you can't see or clear.

*I like to use items I don't have, in my blueprints to Force a deletion of an item I no longer want there. Such as landmines or text plates. Then I use a deconstruction planner to delete the items in bulk. The deconstruction command on the unwanted items/terrain stays.

10 days ago

I have identified the issue with some turrets getting stuck when there are multiple overlapping, I will try to fix it

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