#Factorio - Fish Finder
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"hot single fishes in your area"
that gotta be your fish mods slogan lmfao
this looks interesting, i'm gonna try
btw
I'm curious now about your fish mods from the Natural Fish Dynamics and this one
they're pretty performance efficient, no?
what if the map generation preset is mostly water bodies?
From what i know this mod was intended to be used with water maps
ah right
what's that planet you made again
archipelago?
wait no
Pelagos?
i'm still on my SE run but i gotta try it when i go back to SA next
i have a plan for overhaul mod that is naval and combat focused so i gotta see how far we can go with ship based mod for now
Yep
But name was derived from word archipelago so close enough
Plan you mean you want to play?
I am working on SA + cargo ship overhaul and more than half stuff is complete
no...make
i've been making mods for a while now although i never upload any cuz i feel like most of them is still so broken for my taste
usable maybe, but only on my specific build
if i uploaded them people gonna start sending me bug reports
The fish dynamic mod is already slightly optimalised, uses around 0.3 ms on avarage, and tops out at 1.5-3 on heavier ticks, this is on a save with 15 planets
The fish finder is not yet optimalized, but only has calculations every 599th tick for now, so on avarage it is 0,01 ms, on the actual tick it is around 0.3ms / entity which will need to get optimized.
I love that, makes my mods better if people find bugs ๐
Yeah it's good if one makes a mod based from base vanilla gameplay
I often make mods with a spaghetti dependency to the point i often forgot which mod I'm using as hidden dependency from
It's gonna be so pain in the arse if someone who plays vanilla without mods reported a bug to me
And I can't just ask them for "modlist"
Cuz it's totally on my fault
Better to start with mods, that stand on its own, and are kind of small, you can always make it better later