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I don't have access to the original project, it has been abandoned. I updated it by popular demand.
Would you mind sharing the source? I would like to take a look at it without needing to decompile it. :)
This should make it a lot rarer for housing dedicated to isolated workplaces to be taken by unrelated beavers.
but the behaviour is the same with and without this mod. it doesn't seem to have any effect on CPU usage at all, as far as I can tell.
Tested on various savegames of IronTeeth and Emberpelts.
This mod doesn't do anything except for at Day Start, where it re-assigns where beavers live.
I'll make a note to look into it.
This is a wonderful mod that both made me expend a bit more where I place my houses, but also reduced commute times a lot in my game !
Thanks a lot for making it !
Addendum : I realised today that the latest update (2025/05/26, yyyy/mm/dd) seems to have broken something in the mod. Now, I get weird stutters every few seconds, with the beavers gradually slowing down until the game fast forward them to their normal position. It seems like it comes from this mod after I tried deactivating my other 2 mods, which didn't change anything. If you have the time, I would love to see this fixed, if you manage to reproduce it ofc.
I've never seen any kind of lag from this mod.
It just registers an event, and on that event (Day started) just runs through the whole script. All information needed by the script is gathered when it is run, so unless the game crashes the moment day starts, it's highly unlikely that it's related to this mod.
I think what is happening is a beaver gets stranded, then upon rescue joins a random district. The district that they join has no housing. Other technical things happen with the script that I can't see. Then when clicking the district center an out of bounds exception is triggered.
The script basically does as follows:
1. Makes a list of all houses.
2. Makes a list of all workplaces.
3. Makes a list of all unemployed beavers (including children)
4. Iterates through every Workplace, and assigns it's workers to the closest house, ignoring CHILD slots. Once all adult slots are occupied, it then starts assigning adults to child slots.
5. Iterates through every unemployed adult beaver and assigns them a house, same rules as previous.
6. iterates through every child beaver, and assigns them a free slot.
Because of this order of operations, it's possible that if you have more than 2/3 workers than housing places, workers will be assigned to distant housing. Especially if that remote scrap flag is low down on the workplaces list.
A house is put right next to an isolated scrap beaver but it's a beaver near another house that is assigned every day.
I'm in the Official Timberborn channel, and the official Factorio channel, plus also in the Omnissiah group that hosts the Bobs mods Factorio Chat.
Though, be warned, I haven't even looked at Factorio for several years, so if Kiwi Hawk doesn't know the answer, it's unlikely I can help either.
I can't speak for SimpleFloodgateTriggers specifically, but it is likely that it will be updated for U7 at a later date.
The main reason why I did this mod, (Housing Optimize) is because it hadn't been updated for U6, and people were asking if someone would do it. I tried to contact the original author with no response.
I suggest you ask the author of SimpleFloodgateTriggers if he plans to update it.
I just updated this one to work with the latest version, someone else wrote it.
What I know about their choices, when it comes to something like Water, or fuel for bots, the two key factors are Distance, and Queue.
Each liquid storage has a queue, and can only let one character access it at a time, so if you see beavers (or bots) running across the map to try and get a drink (or fuel), then you probably don't have enough storage tanks in the area where they're working.
The same goes for food, but they decide WHAT to eat (if you have carrots and potatoes, and their need for carrots is less satisfied than potatoes, they'll go for the carrot at the other side of the map, rather than the potato right next to them), before deciding where to get it.
So right now, the best way to stop them trying to get food from the other side of the map, is to have multiple containers of every need option available at each housing cluster.
I still have no idea why the path finding system always returned a distance of zero, but that does seem like the value it returns for "No path found".
Am a developer myself and just curious for the details. :)
Here's an update.
I did try using the navigation system, but it always returned a distance of 0. I'll probably look into this again when Update 7 is closer to stable release.
Would it be possible to include a calculation for path distance? Though it may be in literal distance, I instantly subscribed to the mod.
Very weird that path distance doesn't work though.
When will the developers hire Bobingabout as a game development staff?))
Sorry for my clumsy English with a translator