Surviving Mars

Surviving Mars

Drone Load Balancing
144 Comments
Destroyer 20 Apr @ 4:17am 
Soo, not sure if I'm doing something wrong, but when I go into mod editor when the mods all load it always says this mod is not found. I also don't see it in mod options during my game. It doesn't appear to be loading.
Draco18s  [author] 15 Nov, 2023 @ 10:26am 
BioDiesel: not exactly. If drones are idle it doesn't do anything to them. But it does "pack them up" in order to transfer which hub they're assigned to. There really isn't a way to tell whether or not an individual drone is doing anything, the only way to monitor things is based on hub activity load.
BioDiesel112™ 15 Nov, 2023 @ 9:39am 
does it repack unused drones ?
Draco18s  [author] 16 Jan, 2023 @ 9:23am 
There's already a maximum cap on the number of drones a hub supports, so that shouldn't even be a concern.
KampfTomate007 16 Jan, 2023 @ 5:35am 
IIRC this mod only adds, or transfers drones between hubs, but is it possible to also make them remove unneeded drones and keep them as prefabs?

I'm mostly asking because in the endgame you easily get 20 hubs, and if it can't remove drones when idle then it might eventually end up adding all 2000 drones even if the average workload only requires like 200.

This could become a problem by causing a decent amount of lag and at the same time forces you to only have as many drones as you need on average workload, meaning during spikes it won't have enough drones, but at the same time you lose drones over time to things like events, threats, or similar and can't replace them without manually watching your drone addemblers to not overproduce.

I used to use the Automatic Drone Reassignment Reboot mod but it seems to have been discontinued so this mod seems to be the only option left.
Draco18s  [author] 9 Sep, 2022 @ 12:36pm 
Good to hear! This mod should be pretty stable across updates, as Paradox hasn't touched the drone hub code at all, so for it to just stop working was worrisome. But if it was just a perception issue, then that makes sense.
Yeah, it only packs up a couple of drones ... I think it was every in-game hour? Without mod config, it will only re-assign 2 drones at a time, and only if there's a significant discrepancy in task load, so it can be kind of subtle sometimes.
Dswp_CZE 9 Sep, 2022 @ 8:16am 
Well, maybe I was not patience in my playtime, because today I´m registering movement of drones between hubs. So the mod probably works. Of course if you as its creator can check it in the future, that would be great :)
Draco18s  [author] 8 Sep, 2022 @ 12:37pm 
Thanks for letting me know, Dswp_CZE. I can't currently look into what's going wrong (or more accurately, the mod editor doesn't function on linux, so there's a limit to what I can do to investigate and fix the issue, and 100% can't push a new version; my Windows machine has decided that it has 4 minutes of up time and then it crashes).

Sorry. :\
Dswp_CZE 8 Sep, 2022 @ 10:34am 
I don´t think this is working at all. I have the mod enabled and see no difference, I must still manually transfer drones between hubs.
Draco18s  [author] 12 Dec, 2021 @ 8:47am 
Interesting, thanks for the extra info. Won't have the capability for looking into this in some time (lack a Windows machine at present).
ExavierMacbeth 12 Dec, 2021 @ 8:34am 
Definitely Sure. Only mod I had installed that affects the Drone Hubs and the issue does not present itself when I disable your mod (Though any existing glitched range UIs still remain, my guess baked into the save). But like I said it only occurs when you use the prefab repack function... just dismantling the hub into resources does not glitch it out.

My guess would be the fact that the Hub & 6 drones getting removed as part of the repack effect is causing something to throw a null object error. Probably not clearing the scripts cleanly.
Draco18s  [author] 12 Dec, 2021 @ 8:20am 
I have no idea why my mod would cause that behavior, that's really weird ExavierMacbeth. Are you sure it's my mod (have no other mods installed, vanilla does not show the issue)?
ExavierMacbeth 12 Dec, 2021 @ 3:49am 
Found a bug for you.
When you pack a drone hub back into a prefab (Prefab-Refab Tech under Recon & Expansion Tree) while this mod is installed that Hub's drone range for the building shows up and becomes permanently displayed & stuck in place.
jhhillman 4 Nov, 2021 @ 10:32pm 
Is there an updated version available?
lukeh_ro 30 Sep, 2021 @ 2:17pm 
Hi, can you please check the PM you have from me on discord. Thanks
Draco18s  [author] 9 Sep, 2021 @ 7:18am 
Tremualin: I'll take care of that this evening. Thanks.
Tremualin 8 Sep, 2021 @ 8:29pm 
Seems like you left the developer debugging on. It spams the log file with Drone Load messages.
Draco18s  [author] 8 Sep, 2021 @ 2:34pm 
Published to Paradox for all platforms.
Draco18s  [author] 8 Sep, 2021 @ 11:42am 
Ah, I need to push to Paradox too. Will do this eve, it's been a while and I forgot how everything works.
dgb666 8 Sep, 2021 @ 11:14am 
ahh, thanks. this steam version works fine. The paradox version said that it were incompatible
Pirate of AE 8 Sep, 2021 @ 7:51am 
Seems to be working fine too, Thanks
Draco18s  [author] 8 Sep, 2021 @ 7:46am 
dgb666: I did.
Updated Sep 7 @ 5:44pm
dgb666 8 Sep, 2021 @ 4:13am 
an update would be great
Draco18s  [author] 7 Sep, 2021 @ 3:31pm 
Gotcha. Haven't really put much effort into maintaining these mods, but this one should be easy to update. Thanks for the poke!
Pirate of AE 7 Sep, 2021 @ 2:39pm 
its flaged as not comptable
Draco18s  [author] 7 Sep, 2021 @ 2:31pm 
...is it not working? Just because an update to the game comes out doesn't mean I need to do anything.
Pirate of AE 7 Sep, 2021 @ 1:19pm 
odds of a update are?
Draco18s  [author] 29 May, 2021 @ 12:20pm 
(Added logging: I mean for debug just to check what the code was doing, and the logging indicated normal operation)
Draco18s  [author] 29 May, 2021 @ 12:19pm 
ZERT:
So I just took a look at things and it looks like the mod is functioning normally. Added some logging and reassigned all drones from one hub to another, then created tasks at the hub with only 1 drone and it jumped up to a medium load, then had 2 drones reassigned on the game-hour (and 2 more an hour later).
Being overloaded just means there are more tasks than drones. They don't turn off when overloaded and can only pull drones from a hub that has idle drones.
Z.E.R.T. 26 May, 2021 @ 7:34am 
Thanks Draco! you the best
Draco18s  [author] 25 May, 2021 @ 8:17pm 
ZERT: I'll take a look this weekend.
Z.E.R.T. 25 May, 2021 @ 6:59pm 
mods dont work ... the drone dont switch by them self when its over load...
Kenji_03 6 Feb, 2021 @ 6:37pm 
Loving this mod, major Quality of Life (QoL) change!
Draco18s  [author] 19 Jul, 2020 @ 1:37pm 
Pushed an update that should hopefully fix it. Looks like some metadata may have changed, so the local ("dev") copy was still appearing in-game, but could not be searched for on the in-game mod marketplace and the steam subscribed version would not appear either.
Draco18s  [author] 18 Jul, 2020 @ 4:17pm 
Let me check on that dori, its possible that the game updated and the mod isn't compatible with some change.
Nesign 18 Jul, 2020 @ 3:53pm 
Hi! may this mod not appear in the game? i couldn't download it. I already subscribed, opened the game and it does not appear either
Draco18s  [author] 26 Jan, 2020 @ 1:31pm 
astudslyfe: I don't regularly play any more, though if someone finds that a mod of mine is broken and lets me know, I can fix it. I haven't heard anything lately, so I assume it still works (if not, let me know!)
BKGamesPI 26 Jan, 2020 @ 11:15am 
Is this compatible for current game?
KampfTomate007 16 Jun, 2019 @ 3:32am 
Oh i wasnt talking about the 100 drone per hub limit.

I mean sure if that limit isnt altered it cant be that bad right?
Well... unless you have 100 (or so) hubs then it might get a little "nasty"
(which btw is the reason why im having over 2000 drones in the first place)

And that number is easily reached if you build the hub grid in a way that each hub is within reach of atleast 3 other hubs just to minimize the likelyhood of a fatal failure.

(it also helps if you use the terraforming mod so that your ocd infested mind can go mental :D)
Ketamarine 4 Jun, 2019 @ 5:18pm 
It is a tech you normally get early game called drone swarm. I was playing a chaos run and it never came up. Game default is 20 per hub until tech ups it to 100.
Thanks for all your hard work!
Draco18s  [author] 4 Jun, 2019 @ 3:06pm 
This mod does not alter, in any way, the maximum drone capacity. That functionality is controlled by hub:GetMaxDrones(), which while DLB calls this method, it does not overwrite it.
KampfTomate007 22 May, 2019 @ 12:21pm 
Not to mention the possible outcome of huge lags because you stored 2000+ drones just for moments like 10^rockets refueling, huge cargo transfers from multiple storages, backup in case of spontaneous destruction of several drones via meteors etc. where massive amounts of drones may be practical over a short period but dont get undeployed afterwards

...and therefore eat your fps for breakfast :D

Im certainly not able to offer any serious help here but you may find some from the "Automatic Drone Reassignment" Mod which is similar but focuses more on a "fine-tune" approach
but also manages to undeploy "idle" drones

unfortunately im not sure how exactly the author does it but maybe he/she can help you out?
Draco18s  [author] 21 May, 2019 @ 1:51pm 
Ah, I see what you're getting at. I had never thought about that and hadn't really been concerned when I wrote the mod. I suppose I could add it to the list. I'd have to think about how to handle it though, its not as simple as packaging up drones at low-load hubs, it'd be too easy to get into a situation where one part of the code is trying to package up the drones and another is redeploying them to the same location.
BioDiesel112™ 21 May, 2019 @ 1:16pm 
I mean, I think sometimes is it better when inactive drones roll back into the Garage for quicker reactivation on a other dronehub. So must a not used drone first drive back to depot before it can used anywhere else (for faster deploying)
Draco18s  [author] 21 May, 2019 @ 9:47am 
Tesseract: I don't have Green Planet, so I have no idea how the open farms affect things. As for adding a "if not doing anything, go here" toggle, I might be able to do something like that, though not soon. I will have to wait for my new desktop to arrive.
Tesseract 21 May, 2019 @ 9:12am 
@Draco18s - Thats an interesting query by @MinenSuchSchnuller™, as on Green Planet, open farms are harvested for food/seeds "when drones are inactive". Does this mod take this into account? Could we maybe have the ability to mark hubs as "priority" for when drones aren't doing anything?
Draco18s  [author] 21 May, 2019 @ 8:45am 
Minen: I'm not sure what you mean. There's really no point in putting drones back into storage. Once they're active, even if idle, they consume virtually no resources.
BioDiesel112™ 21 May, 2019 @ 8:37am 
tiny Question... Drone adding works.... but reducing ?
Draco18s  [author] 19 May, 2019 @ 9:37am 
Unfortunately, yes. It might not even be "all mods" but "specific mods." It entirely depends on a lot of factors (where something goes wrong, how, and the associated fallout). While Surviving Mars's mod system is pretty good, it lacks certain safety controls. Its sort of like Minecraft modding back in the beta 1.5 days, before Forge really came along.
Ketamarine 19 May, 2019 @ 9:19am 
So one or more of the mods I have installed are making them all not work properly?