Production control

Control Module - Production - Common functions used to track production of items

Usage


    -- import the module from the control modules
    local Production = require 'modules.control.production' --- @dep modules.control.production

    -- This will return the less precise index from the one given
    -- this means that one_second will return one_minute or ten_hours will return fifty_hours
    -- the other precision work like wise
    Production.precision_up(defines.flow_precision_index.one_second)

    -- The get production function is used to get production, consumion and net
    -- it may be used for any item and with any precision level, use total for total
    Production.get_production(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute)

    -- The fluctuations works by compearing recent production with the average over time
    -- again any precision may be used, apart from one_thousand_hours as there would be no valid average
    Production.get_fluctuations(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute)

    -- ETA is calculated based on what function you use but all share a similar method
    -- for production eta it will take current production average given by the precision
    -- and work out how many ticks it will require to make the required amount (1000 by default)
    Production.get_production_eta(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute, 250000)

    -- Both get_color and format_number are helper functions to help format production stats
    -- get_color will return green, orange, red, or grey based on the active_value
    -- the passive_value is used when active_value is 0 and can only return orange, red, or grey
    Production.get_color(clamp, active_value, passive_value)

Dependencies

utils.color_presets
util

Precision

precision_up(precision) Gets the next lesser precision index value, eg 1 second -> 1 minute
precision_down(precision) Gets the next greater precision index value, eg 1 minute -> 1 second
precision_ticks(precision) Gets the number of tick that precision is given over, eg 1 minute -> 60 ticks

Statistics

get_production_total(force, item_name) Returns the production data for the whole game time
get_production(force, item_name, precision) Returns the production data for the given precision game time
get_fluctuations(force, item_name, precision) Returns the current fluctuation from the average
get_production_eta(force, item_name, precision[, required=1000]) Returns the amount of ticks required to produce a certain amount
get_consumsion_eta(force, item_name, precision[, required=1000]) Returns the amount of ticks required to consume a certain amount
get_net_eta(force, item_name, precision[, required=1000]) Returns the amount of ticks required to produce but not consume a certain amount

Formating

get_color(cutoff, active_value, passive_value) Returns a color value based on the value that was given
format_number(value) Returns three parts used to format a number

Dependencies

# utils.color_presets
# util

Precision

# precision_up(precision)

Gets the next lesser precision index value, eg 1 second -> 1 minute

Parameters: Returns:
# precision_down(precision)

Gets the next greater precision index value, eg 1 minute -> 1 second

Parameters: Returns:
# precision_ticks(precision)

Gets the number of tick that precision is given over, eg 1 minute -> 60 ticks

Parameters: Returns:
  • (number) the number of ticks in this time

Statistics

# get_production_total(force, item_name)

Returns the production data for the whole game time

Parameters:
  • force : (LuaForce) the force to get the data for
  • item_name : (string) the name of the item that you want the data about
Returns:
  • (table) contains total made, used and net
# get_production(force, item_name, precision)

Returns the production data for the given precision game time

Parameters:
  • force : (LuaForce) the force to get the data for
  • item_name : (string) the name of the item that you want the data about
  • precision : (defines.flow_precision_index) the precision that you want the data given to
Returns:
  • (table) contains made, used and net
# get_fluctuations(force, item_name, precision)

Returns the current fluctuation from the average

Parameters:
  • force : (LuaForce) the force to get the data for
  • item_name : (string) the name of the item that you want the data about
  • precision : (defines.flow_precision_index) the precision that you want the data given to
Returns:
  • (table) contains made, used and net
# get_production_eta(force, item_name, precision[, required=1000])

Returns the amount of ticks required to produce a certain amount

Parameters:
  • force : (LuaForce) the force to get the data for
  • item_name : (string) the name of the item that you want the data about
  • precision : (defines.flow_precision_index) the precision that you want the data given to
  • required : (number) the number of items that are required to be made (default: 1000)
Returns:
  • (number) the number of ticks required to produce this ammount of items
# get_consumsion_eta(force, item_name, precision[, required=1000])

Returns the amount of ticks required to consume a certain amount

Parameters:
  • force : (LuaForce) the force to get the data for
  • item_name : (string) the name of the item that you want the data about
  • precision : (defines.flow_precision_index) the precision that you want the data given to
  • required : (number) the number of items that are required to be consumed (default: 1000)
Returns:
  • (number) the number of ticks required to consume this ammount of items
# get_net_eta(force, item_name, precision[, required=1000])

Returns the amount of ticks required to produce but not consume a certain amount

Parameters:
  • force : (LuaForce) the force to get the data for
  • item_name : (string) the name of the item that you want the data about
  • precision : (defines.flow_precision_index) the precision that you want the data given to
  • required : (number) the number of items that are required to be made but not used (default: 1000)
Returns:
  • (number) the number of ticks required to produce, but not use, this ammount of items

Formating

# get_color(cutoff, active_value, passive_value)

Returns a color value based on the value that was given

Parameters:
  • cutoff : (number) value which separates the different colours
  • active_value : (number) first value tested, tested against cutoff
  • passive_value : (number) second value tested, tested against 0 when active is 0
Returns:
  • (table) contains r,g,b keys
# format_number(value)

Returns three parts used to format a number

Parameters:
  • value : (number) the value to format
Returns:
  • (string) the sign for the number
  • (string) the surfix for any unit used