Topic: Measuring working time of productionsites
niektory |
Posted at: 2020-01-17, 08:13
Seems to works fine with the workers walking around. If a building produces one ware but skips another, the productivity percentage falls, but not drastically. Based on my testing Frisian Drinking Hall that produces Rations but skips Meals reaches 96%, and Furnace that produces Gold but skips Iron reaches 85%. One quirk I noticed is that in those cases the plus/minus sign next to the percentages is almost always a minus, even if the overall productivity rises. This is because the percentage alternately rises when a ware is produced and falls when it's skipped, and the rising one is only displayed for a very short time. The percentage takes a fairly long time to rise or fall. Not sure if it's good or bad. Depends if you want to see short term or long term productivity. EDIT: Unlike before, productivity now falls if buildings skip work because their output is not needed. I think it's a good change, before it just showed an "out of date" value. I also think it should reach 100% sometimes. It's just more satisfying. I ran into a nasty bug when trying this out. Not sure if it's caused by these changes, but I don't remember ever running into it before. The game frequently freezes for an extended amount of time, sometimes for over 10 minutes. Load the attached save and it should occur within a few minutes. The version is r24376[080cd82@HEAD] (Release). Edited: 2020-01-17, 08:21
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hessenfarmer |
Posted at: 2020-01-17, 08:45
Just for information here is how it works: Top Quote |
WorldSavior |
Posted at: 2020-01-19, 14:42
Interesting...
I'm wondering if it wouldn't be better if there wouldn't be a penalty for the second skipping, but later; maybe third or forth skipping? There are some buildings which run a program two times per cycle and I don't really see why they should work slower than they could when they produce only one kind of ware... Wanted to save the world, then I got widetracked Top Quote |
hessenfarmer |
Posted at: 2020-01-21, 08:51
I have thought about that. In my opinion this is only the case if there isn't a program in between the 2 skipping programs. meaning you have 3 programs only or they are ordered badly. Currently I only remeber the semelting works having this 3 program constellation. for them the solution would be to have 2 identical programs with different names. "smelt_iron_1" and "smelt_iron_2" so they are skipped independently. Any other Productionsites where there is a similar situation? BTW the changes got merged yesterda to the master branch. I need to provide a fix for the 100% problem though so I can fix this on the fly as well. Top Quote |
WorldSavior |
Posted at: 2020-01-21, 16:43
That sounds like a very nice solution.
Atlantean smokery (2 times fish), Empire armorsmith (2 times helmets), maybe also frisian large armor smith (each sword 2 times - but not in a row), maybe frisian small armor smith (broad sword 2 times - but not in a row), maybe recycling center, maybe reindeer farm I've read through a list of all productionssites of all 5 tribes and hope that I didn't forget anything. Wanted to save the world, then I got widetracked Top Quote |
hessenfarmer |
Posted at: 2020-01-21, 16:49
Ok I'll have a look into it. Many thanks for the help. Top Quote |
hessenfarmer |
Posted at: 2020-01-23, 08:44
Hi, I pushed a new revision of the branch which fixes the 100% problem. I normalized each productionsites time base to 3 times the average working time (although the average is only based on the last average and the current duration yet) by this a fully working building reaches 99,1 % at minimum and I could just add a 0,9 % before we skip the decimals. While writing I will try to use a weighted average (giving history probaly 80% weight and actual value 20%) and see how this works. by this we could probably have the average working time after the things have settled by just using a debug print. I need to correct the lua files though. Top Quote |
Tibor Topic Opener |
Posted at: 2020-01-23, 08:55
I was trying to view your commit ... is there a way to list latest commits regardless of branch on GitHub? If not, what branch it is? Top Quote |
hessenfarmer |
Posted at: 2020-01-23, 09:06
uups sorry should have done this in the first post. feedback is appreciated Top Quote |
Tibor Topic Opener |
Posted at: 2020-01-23, 09:24
Well, I liked more the previous state:
This says that 10 minutes is some reference time and the same for all sites. By your change this variable becomes kind of volatile. What is usual values (range) achieved? I would say it is between 1-5 minutes.... I dont think this is best way to adress rounding and trimming. I would not mind this change for players, but for AI I would prefer to keep current state. Also AI does not need to achieve 100% or 0% performance Top Quote |