Dynamic Rain


Adds rain cycles, lightning and thunder effects, and fire suppression

Tweaks
3 hours ago
2.0
1.12K
Environment

g Love the mod but very high UPS

9 days ago

Love the mod but very high UPS

(around 1.000 game update time for me :-( )

8 days ago

I guess it's because of the fire-extinguishing system. I have some ideas on how to enhance it. Thanks for the feedback!

6 days ago

Hey, I've made some optimizations. Now it should work with 2-3 times lower UPS cost. You can also set a lower value for the fire-extinguishing scan budget, for example from 40 down to 5. It'll work fine for smaller bases. For large bases, there might be some delay between a fire starting and getting extinguished.

By the way, how big is your base?

5 days ago

Quick test showed ups around 0.05 ms Yah!

My base is so big:
https://snipboard.io/wcHqGM.jpg

(also some bases on vulcanus/gleba/fulgora)

5 days ago
(updated 5 days ago)

Looks nice!

Quick test showed ups around 0.05 ms Yah!

I guess it's during a dry period :)

4 days ago
(updated 4 days ago)

0.500/0.200/1.200 for me while raining, damm I really really really like the mod but it's consume a lot and I'm kind of megabase player haha. Does this features require script or we could have a "simple" option that do the most minimal require to just have rain ? At least until the mod is better optimized if that possible.

Well config fire feature to 0 make it to 0.100, is it possible to use on n tick instead of on tick ?

Instead of scanning every chunk maybe track fire entity with event when they are spawned/created/cloned ?

2 days ago

for me when it rains its now aroun 0.6 when i decrease the fire budget to 1, i get down to 0.2

13 hours ago

It seems I have finally found a solution that avoids scanning all chunks. I think this approach might work: https://forums.factorio.com/viewtopic.php?t=90599

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