Manufacturing speed module By Andre Aquila

Mod feels little bit broken.. I watched the video from mod page and it doesnt' work the same. 1.) Atleast visually machine UI's show that the multiplier would be 4x. Check the pictures i have attached. 2.) if you dismantle the speed module while it is active, the machines are still affected and the visual lines are still visible.
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12 Replies
♛ Ville ♥
♛ Ville ♥OP3mo ago
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♛ Ville ♥
♛ Ville ♥OP3mo ago
@Andre Aquila <Aquila Industrial>
AndreAquila
AndreAquila3mo ago
Hey Ville, thanks for that info.. im looking into it now. Hmm.. this parenthesis information seems to be wrong. Now im thinking what this value means... :NOOOO: hehehe If we count only the left value and the seconds to make the recipe, seems to be working right. I think its only a visual thing because i think the game didn't really use its variable "manufacturing speed" . So the ui messes a little. But im reviewing now the dismantling, will launch a new version.
♛ Ville ♥
♛ Ville ♥OP3mo ago
Thank you so much 🥰 I got super confused too about the values esp. With the somersloop cuz with that you get more out without more input. I used the efficiency checker by MarcioHuser and it showed that input and output would be the same as the values in parenthesis. Didnt really know how much input i need and what i get out 🤣😅
AndreAquila
AndreAquila3mo ago
hhehe, that is really confusing. These parenthesis should only show the "next" production speed.. like when we change to 150% and the last production cycle didnt ended, and then the parenthesis have to vanish and put the right values on that. Seems like the machine is waiting for produce more in the next stage, that never arrives. heheheh I think that is the bad part of changing the manufacturing speed numbers inside of the machines.
♛ Ville ♥
♛ Ville ♥OP3mo ago
Yeah. I think the efficiency checker makes it even more confusing because it shows that the cycle has arrived :KEKW: I've done some modding on unity games too and sometimes it feels like my brain would benefit from some powershards and somersloop trying to figure bugs out :LUL: not really experienced with unreal engine and c++ though
AndreAquila
AndreAquila3mo ago
I know very little about C++ but Unreal is a lot of fun... taking risks, trial and error... eventually things work out... :hypers: Im trying to make the dedi support compatibility too. remove the splines when the machines are deleted too, even with a little delay to not mess with the fps.
♛ Ville ♥
♛ Ville ♥OP3mo ago
Yeah! that is the fun part ^^ Thank you so much for quick support and good luck with the fixes. If you need my help or input on something, tag me here ^^^ Pleasure to meet you 🥰
AndreAquila
AndreAquila3mo ago
Pleasure to meet you too Ville.. .I just launched a new version with some improvements, let me know if you see something wrong. Thanks
♛ Ville ♥
♛ Ville ♥OP3mo ago
Splines seem to be working. Numbers are still showing the next cycle, but i reckon you didnt find fix for that yet ^^ ^
Marcio Neves
Marcio Neves3mo ago
ECM relies on what the machines are reporting to be producing, not what they are ACTUALLY producing
♛ Ville ♥
♛ Ville ♥OP3mo ago
Yeah. I mean that if it would be possible to find the reason why the number in parenthesis doesn't go away after one cycle. C:
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