Forged Alliance Forever Forged Alliance Forever Forums 2019-12-19T11:31:26+02:00 /feed.php?f=2&t=18517 2019-12-19T11:31:26+02:00 2019-12-19T11:31:26+02:00 /viewtopic.php?t=18517&p=180591#p180591 <![CDATA[Re: Mass income display bug]]> When you look at that number, you are interested in what your mexes produce, not in what you mexes plus reclaim produces.
Could we just remove that reclaim?
We already have an extra number for "mass reclaimed so far", so imo calculating reclaim into income per second is obsolete.

Statistics: Posted by Rikai — 19 Dec 2019, 11:31


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2019-12-18T02:39:11+02:00 2019-12-18T02:39:11+02:00 /viewtopic.php?t=18517&p=180510#p180510 <![CDATA[Re: Mass income display bug]]>
Code:
            local reclaimRate = thisTick * simFrequency

            local incomeSec = math.max(0, incomeVal * simFrequency)
            local generatedIncome = incomeSec - lastReclaimRate
            incomeTxt:SetText(string.format("+%d", fmtnum(generatedIncome)))

            lastReclaimRate = reclaimRate


So if incomeSec is lower then lastReclaimRate then you will get a zero because of math.max(0, xyz) (Zero or negative will generate a 0 )

Statistics: Posted by Uveso — 18 Dec 2019, 02:39


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2019-12-17T21:52:03+02:00 2019-12-17T21:52:03+02:00 /viewtopic.php?t=18517&p=180500#p180500 <![CDATA[Mass income display bug]]> https://www.youtube.com/watch?v=hOYfXPunKMQ

mass income number shows +0 when stalling mass for some reason witch is simply impossible cause you at least have ACU that always produce +1 mass

Statistics: Posted by ZLO_RD — 17 Dec 2019, 21:52


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