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Super Factory Manager 4

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Check out the examples folder for sample scripts.

There are also in-game examples.

About

Super Factory Manager is a mod for Minecraft that lets users create programs to run their factories. The mod provides a domain specific language tailored for moving items, fluids, and other resource types. A text editor is included, along with example programs.

To get started, you will need a factory manager, a label gun, and a disk.

Mod Spotlight

mod spotlight

VSCode Extension

Get the VSCode extension for syntax highlighting 🌈

Release process

The following process is designed to catch the most obvious problems that may arise from creating a new release.

.\act.ps1
Manual: Bump `mod_version` in gradle.properties
Manual: Commit bump
Action: Propagate changes
Action: Run gameTestServer for all versions
Action: Build
Action: Wipe jars summary dir
Action: Collect jars
Action: Update PrismMC test instances to use latest build output
Action: Update test servers to latest build output
Action: Launch PrismMC
Action: Launch test server

for each version:
    Launch version from PrismMC
    Multiplayer -> join localhost
    Break previous setup
    Build new setup from scratch -- ensure core gameplay loop is always tested
    Validate changelog accuracy
    /stop
    Quit game

For each version:
    CurseForge -> Upload file
"https://authors.curseforge.com/#/projects/306935/files/create"
    Environment=Server+Client
    Modloader=match mc version {
        ..1.20   -> Forge
        1.20.1   -> Forge+NeoForge
        1.20.2.. -> NeoForge
    }
    Java=Java 17
    Minecraft=$version
    Changelog= <<
        ```
        $section from changelog.sfml
        ```
    >>

For each version:
    Modrinth -> Versions -> Drag n drop
"https://modrinth.com/mod/super-factory-manager/versions"
    Adjust populated version numbers
    Changelog=same as above

Action: Tag
Action: Push all

Optimization

There's some neat tricks used to improve the performance of the mod, here's an overview :D

Minimum Tick Rate

The minimum timer interval of 1 second makes crappy programs 20x more performant since they aren't running every tick.

Pattern Caching

map from string to lambda

Be not afraid, regular expressions are only used when necessary.

string equals used when possible


Using the EACH keyword to count by type rather than by matcher also employs a cache.

EVERY 20 TICKS DO
    INPUT 2 EACH *ingot* FROM a
    OUTPUT TO b
END

This program will internally enumerate the registry to create a separate tracker for each resource type.

hashmap inspection of a map to lists with three keys

Object Pooling

EVERY 20 TICKS DO
    INPUT FROM a
    OUTPUT TO b
END

When many inventories are involved, this can quickly result in a lot of objects being created when the program runs.

625 barrels

My testing shows that object pooling provides a slight increase in performance, even if there's only tens of thousands of objects involved.

Testing

I created a custom barrel block used only for testing. Running all the game tests for the mod creates 2,866 barrel blocks. Many of those barrels are so full of items that when I clear or restart the tests it causes 27,310 stacks to be dropped on the ground.

By creating a custom barrel that doesn't drop the inventory contents, the friction of doing more tests is reduced!

tests

User Empowerment

NAME "first"
EVERY 20 TICKS DO
    INPUT FROM a
    OUTPUT TO b
END
NAME "second"
EVERY 20 TICKS DO
    INPUT stone, iron_ingot FROM a
    OUTPUT TO b
END

Which program is more efficient? idk. Use the performance graph and compare.

in-game performance gui in-game performance gui

Cool. Looks like the first one is twice as fast. Maybe you need to filter items though? Maybe the outcome is different if depending on the inventories?

Rather than trying to prescribe a best approach based on how I know the mod works, it's better to directly give the players the tools needed to perform experiments to find out what works best in their scenario.

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