Logistics Insights

by farzag

Get insights into what your logistics bots are doing and what to improve in your network. Provides concrete suggestions, an overview of what's in short supply and well as stats and information about robots charging, idle, picking up and delivering, information on items most frequently delivered, time to deliver, and the quality level of both robots and roboports. Supports multiplayer games and multi-network information, with easy navigation between them.

Utilities
20 hours ago
2.0
2.95K
Logistic network Storage

a Multiplayer support

2 months ago

The mod now supports multiplayer games, and I'm curious to hear of your experience with it. Is it worth it? Is it working? Are there things it could do better?

2 days ago

Hi! I used the mod quite a bit in multiplayer and I figured I'd leave my experience here.

We didn't experience any significant performance decrease when my partner and I were playing multiplayer via Steam Invites though this could be because we both have pretty capable computers. It ran well and was quite helpful even with bot count on every planet save Aquilo numbering in the thousands.

We also tried it on a dedicated server hosted through Indifferent Broccoli. Unfortunately, it seemed to make the server quite unstable after we expanded to three planetary bodies (Nauvis, Vulcanus, and the modded moon, Muluna). Nauvis had a bot network with 5000 bots. Muluna's was around 200 bots. Vulcanus' was around 2000 bots. The instability manifested as frequent disconnects and latency for every player. It was quite odd, because while the time usage was on the higher side relative to other mods, it was not the highest. Yet, when we removed the mod, the server stabilized. The server's UPS stayed a consistent 60 before and after the mod's removal, so I unfortunately can't point to a specific culprit.

Overall, I think the most useful feature to me ended up being the suggestions, specifically the suggestions related to storage management (mismatched filters, capacity of unfiltered storage, and so on). I think being able to toggle the heavier aspects or even a Lite version where these aspects such as undersupply and deliveries are turned off would be great for usage on less capable machines or servers.

a day ago

Thank you so much for sharing this, great feedback. I agree that suggestions are the most useful feature!

When it made the multiplayer game unstable, did you try to adjust the performance related settings? Update interval and chunk size can substantially change how much time LI spends, at the cost of some accuracy.

I’d also be very interested in the save file for that game of you have it so I can try to replicate the problem. The bot counts sound like something that should just work!

a day ago

In response to your suggestion, I've added a per-map setting to disable undersupply calculations entirely. You can find it in v1.0.2.

Disabling delivery calculations is another thing I could do, but it's much more involved as the delivery calc is used in several places that are not so obvious, such as in figuring out what the bots are doing (charging, waiting, picking up, etc). Gathering history information has a bigger impact as well and although there is no global setting to disable it, it's not collected if every player unchecks the per-player setting to show history. Maybe try that?

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