User talk:Majr

Your experiments
I wish you luck in your experiments with Module:Grid. I look forward to the results. 🐇 R e t e p 9 9 8 🐇🐰 Bunny Overlord 🐰 08:48, 22 January 2015 (UTC)
 * With a few css tweaks, the new tooltip formatting looks perfect. I'll work on educating the other staff with regards to how the new system works, so we can finish the transition soon. Quick question though: When converting RI to the new system, how do I invoke  so I can put the mod name in the tooltip text? 🐇 R e t e p  9 9 8 🐇🐰 Bunny Overlord 🐰 14:01, 2 February 2015 (UTC)
 * Also I have no idea how you managed this, but I did a quick benchmark of 200  using the current one and your new one, and the current one took 13.798 seconds while your new one took 1.519 seconds. That performance increase is astounding. 🐇 R e t e p  9 9 8 🐇🐰 Bunny Overlord 🐰 16:17, 2 February 2015 (UTC)


 * Hi. Sorry for the delay, I've been having issues with a dead CPU fan.
 * Hmm, you deployed the module before it was ready, as Module:Mods has not been updated since I originally created it for testing, so it's missing a bunch of mods that were added since then. Anyway, I see you already found a workaround to add the mod name. I could add a variable that would add it or maybe it would be useful to always have it shown when there are multiple versions of an item (dis=true?).
 * The main performance issue was due to . Or more specifically, the use of a switch as data storage, something it is highly unoptimized for. In case you aren't aware, the way a switch works is basically looping through all the values in order until the one you want is found, it's like a whole bunch of if/else calls. So finding a mod at the top of the switch is reasonably fast, but finding one at the bottom takes ages. This was further compounded by the fact that G/Cell was calling  three times. I originally created Module:Mods with the hope of just replacing that slow switch, but due to the aforementioned triple calling, it was still not fast enough. --Majr (talk) 11:01, 4 February 2015 (UTC)

Can I just point out that you've broken some things (including the wiki temporarily it seems :P). Just letting you know.  Chocohead Nag • Edits • Staff 12:53, 4 February 2015 (UTC)
 * Tank Animation is really derpy it seems.
 * The  CSS is broken, so it no longer suppresses the number of items in a crafting grid slot.


 * Fixed. Since it's not actually used anywhere I forgot to update it.
 * Fixed. But if you don't want the number, then why enter it?
 * --Majr (talk) 13:13, 4 February 2015 (UTC)


 * Cg/Fruit Press for example double ups the input slot for the currently processed one, which can only accept 1 item while the input can take up to a stack. It's mainly just to make templates simpler to call.  Chocohead Nag • Edits • Staff 13:24, 4 February 2015 (UTC)