Eirshy-ReBuffer icon

ReBuffer

Re-writes the code surrounding buffer limits to expose settings for them and to improve UPS.

Last updated 10 months ago
Total downloads 4589
Total rating 2 
Categories Optimization Quality of Life
Dependency string Eirshy-ReBuffer-0.2.5
Dependants 0 other packages depend on this package

This mod requires the following mods to function

xiaoye97-BepInEx-5.4.17 icon
xiaoye97-BepInEx

BepInEx5.4.17 mod plugin framework, Mod框架

Preferred version: 5.4.17

README

Re-Buffer

Ever look at a smelter and think "Why's this thing got 100 iron plates just sitting it it? I wish I could tell it to only keep like, 5... or 500."?

Then this is the answer. Re-Buffer lets you re-define the buffer sizes on Assemblers, Chem Labs, Re-fineries, Particle Colliders, and Re-search labs- and possibly more in the future.

It does this by re-placing the highly-efficient constants in the game's original code with values loaded from a config file- and then over-paying the performance cost by re-writing and re-optimizing all of the code around it. Over all, your game should actually run at least as fast, if not faster by using this mod. At least, until the devs get around to re-writing these sections themselves.

Note that if you want to be able to tweak Miner and Pump buffers, you'll want my other mod, VeinityProject. That one's potentially a lot more than just QoL, so I've split it off into a separate mod for purists.

NOTE On Settings

By default we drop the output buffers to 5x iterations of the recipe. This is generally a very good thing- less materials sitting around converted into potentially the wrong item, less you have to deal with temp storage when rebuilding something, etc. However it might be bothersome in the super early game if you aren't hooking up things to chests for your handcrafting mini-malls. If this is a problem for you, I'd recommmend either cranking the output multiplier up (50 is likely around what you'd want), or just leaving this mod off until you're out of that phase. The performance gains this mod provides are rather unimportant until you're on at least two planets anyways.

Also note, output multipliers limit the buffer to nx +1, not to nx. So a multiplier of 5 on a recipe that produces 1 item will stop at 6 items in the output buffer, while a recipe that produces 3 items will stop at 16 items in the output buffer. This is caused by a guard against a dirty array read I've left in to prevent an empty output buffer from being able to ever be considered "full" without doing a second check.

Changes

  • v0.2.5 Increased the max buffer multiplier to 500 so you can actually do what the first line of this readme says.
  • v0.2.4 Fixed null reference error on the lab component (oops lol)
  • v0.2.3 Separated readers from writers on Labs, fixing the race condition.
  • v0.2.0 DarkFog Update; Included the PowerGenerator (Ray-Reciever, etc) support I wrote months ago.
  • v0.1.4 Added triage component-disablers for in case I'm slow to update something. Updated with note about VeinityProject.

Mechanical changes compared to vanilla

As a note, part of the speed gain is by allowing certain mechanical edge-cases to just happen, as well as changing certain behaviors. Notably...

  • Proliferator residue is not aggressively cleaned out of each slot.
    Mixing item types of different levels will still use the lowest level, but a single item kind with mixed levels won't "lose" the extra proliferator.
  • Research Labs can no longer consume items they recieved from pass-up on the same tick they got the items.
  • Research Labs no longer "lose" spare hash byte upon tech completion or rate limiting.
  • Research Labs now prioritize keeping their own buffer satisfied before passing items up.
  • Research Labs may batch item send-ups instead of doing them one at a time.
    The batching cap is the same as the recipe's cost, so there's not much of a change with this mod by itself.

Compatibility Notes

  • MoreMegastructures by JinxOAO is NOT supported by the PowerGenerator component of this mod!
    • I'm currently wanting to actually play Dark Fog, and I didn't have the code for that already mostly-written.
    • Everything except for our PowerGenerator component works still, so just disable our PG component