[0.15.10] missing material for const. constantly change
Posted: Mon May 15, 2017 10:28 am
The missing material for construction alert notification constantly changes even though roboport coverage stays the same and no new items are placed as ghosts. This can even more easily be seen when placing many ghosts to be constructed without having all the required materials available right away. Eg. having 150 construction bots, complete roboport coverage, sufficient power for all roboports and charging bots, then placing around 700 walls with one factory making the walls (though this is likely not related) results in the missing materials notification constantly fluctuating between 290 and 480 walls missing materials. The annoying thing is that this number changes every few hundred milliseconds (more then once a second) and it goes down by about 10 at a time for a while, then goes back up by about 10 at a time, covering a range of about 150 - 200 up and down every few seconds.
This presents incorrect information to the user as to how much materials are missing as the number goes down, then back up for no apparent reason. Once an item is "scanned" or identified as having needing materials and being in roboport range, it should be added to a permanent list of such items, and only be removed from that list when it's actually constructed, the ghost is removed, or the ghost goes out of roboport range (eg. a roboport is deconstructed). This would display accurate information to the user and avoid that annoying constant up and down fluctuation that makes the notification pretty much useless.
This used to work this way in a previous version of Factorio I believe. Not sure why this algorithm was implemented, but it's completely confusing and there is no reason to keep re-scanning and re-adding and removing the same ghosts over and over again.
This presents incorrect information to the user as to how much materials are missing as the number goes down, then back up for no apparent reason. Once an item is "scanned" or identified as having needing materials and being in roboport range, it should be added to a permanent list of such items, and only be removed from that list when it's actually constructed, the ghost is removed, or the ghost goes out of roboport range (eg. a roboport is deconstructed). This would display accurate information to the user and avoid that annoying constant up and down fluctuation that makes the notification pretty much useless.
This used to work this way in a previous version of Factorio I believe. Not sure why this algorithm was implemented, but it's completely confusing and there is no reason to keep re-scanning and re-adding and removing the same ghosts over and over again.