EcoManager [v7 for 3641]

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Re: EcoManager

Postby palombhp » 27 Jan 2014, 20:33

that's fine with me. The only thing I would be interested is the overlays, as sometimes it's a bit crowded to keep the overview.
I've just tried it and it doesn't work anyway.
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Re: EcoManager

Postby Iszh » 12 May 2014, 10:49

For me it seems that throttling e is a bit bugged. I added a replay the mod is throttling even when i have full e storage. At min 8 until 13 when the game ends it throttles several times without clear reason. I never reach 1k e income the point when it should switch to 85% so basically it should throttle only until 1%. Especially i do not understand why it stops my t2 fac and engis arround without a reason arround min 10. I have 100% e storage which btw is not really small since i used 2 templates.

Crotalus you have been writing you changed in v3 the code for throttling but didnt explain how it works now. Would be nice to know, and maybe you should not only take the income as a condition for throttlin but also the ammount of possible storage. i hace more than 20k energy in storage and the mod throttles a ridiculous t2 factory in the end of the game.

The conditions you mentioned are:

1. 1% e limit if income <1000e+
2. 85% e limit if income >1000e+

I would suggest to make more conditions like:

1. 0% e limit if income <1000e+ & storage <9000e (prevents pgen builders to throttle)
2. 1% e limit if income >999e+ & storage <9000e (usual mod as before to avoid e stall but only if no storage for oc)
3. 60% e limit if income >499e+ & storage >8999e (oc limit)
4. 85% e limit if income >1000e+ & storage >8999e (ras and buffer storage)
5. 75% e limit if income >3000e+ & storage > 18000e (better storage usage closer to middle)
(mass fab throttling also has to go down to 70% in this case)
6. 65% e limit if income >10000e+ & storage >28000
(mass fab throttling also has to go down to 60% in this case)
7. 55% e limit if income >10000e+ & storage >38000
(mass fab throttling also has to go down to 50% in this case)

Last case means to keep storage because it is big enough at 50% to have a buffer up and down not to waste not to stall energy. POssibly i am completely wrong in here but at least somebody explain me what was going wrong in my game because it is not according to the calculations provided in post no.1 in this thread. Thank you :lol:

p.s. exactly min 13:00 watch it i have 19000 e in storage and 300e+ it stops the t2 factory WTF???? Mass storage is arround 200 stored mass and can be excluded as a reason.
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Re: EcoManager

Postby Crotalus » 12 May 2014, 15:19

Hmmm first I was about to say it doesn't take in account ally overflow but then this is 1v1 :)

In this case it's a bug when it calculates paused mexes, even though they are paused they are included in the energy requirement as unpaused / upgrading mexes. Overallt it should take storage in account so this is just retarded behaviour from it.

This is fixed in the next version, I will soon upload a new version - there's some other nice stuff there as well. In the meantime a remedy for you can be to use "on click" upgrade so it doesn't pause /upgrade the mexes until really needed.
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Re: EcoManager

Postby Iszh » 12 May 2014, 16:59

Ok thank you, looking forward the new version. Hopefully there is inside what i am expecting already for some time ;)
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Re: EcoManager

Postby The Hoff » 22 May 2014, 01:45

Make the 1 2 3 icon bigger. They are too small.
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Re: EcoManager

Postby Iszh » 08 Jul 2014, 20:14

Hi unfortunately there was no new update but i still wanted to report a small bug here. If you use split screen which i do lately then your overlay icons move into the second picture.

To reproduce press pos1 to split screen and then on the left screen part scroll in that the mex overlay icons move into the other screen part.

Still would be really cool to get a version without the upgrading mex bug (paused are still calculated like using e) and if not adjacency check please at least a priority to t2 mass fabs and t3 will be switched off first.
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Re: EcoManager

Postby MrGray » 09 Aug 2014, 16:54

Please add an option for energy throttle to toggle t2\3 fabs only. It will be huge deal for T2 fabs usability as wasted energy salvaging system effectively reducing investment cost from 100mass + generators to only 100 mass. I really do not want to use full energy throttle overall because i think im loosing control over my expenses this way, but fab only throttle will be a huge deal for me. Thank you for your efforts :)
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Re: EcoManager

Postby Julo » 16 Dec 2014, 23:08

Mhmmm for me Ecomanager (V2 and V3) doesnt work anymore AT ALL, especially mex autoupgrade+autopause was very helpful..

Anyone else experiencing difficulties?
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Re: EcoManager

Postby Crotalus » 17 Dec 2014, 16:49

New version 4 in the vault:

* Energy throttle improvements
* New chat command: /t off (turn off throttle completely)
* Show current throttled energy
* Autoshare improvements
* Insta-give all units at ACU death to the highest rated ally
* Show allies silo status
* Show allies overflow
* Misc bugfixes
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Re: EcoManager

Postby Julo » 18 Dec 2014, 17:20

Mhmm it doesnt show in the vault?
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