Page 1 of 1
UPS Death
Posted: Mon Feb 25, 2019 8:46 pm
by TwentyEighty
How far is everyone getting before UPS Death? I'm just about to produce some circuit 2s and my UPS is at 50
so it's only going to get worse. I think I'm going to need to build as much mk2 stuff as I can, research all the blue science, and then scale back. Maybe 0.17's fluid optimizations will help given how much fluid is going on right now
Re: UPS Death
Posted: Tue Feb 26, 2019 5:45 pm
by Cardoyle
Well i cant play with high res sprites on and as i get these little freezes every now and then, but playing on normal and a good few hundered hours playtime the fps/ups is still at 60. I am hoping the 0.17 optimisation's will allow me to play this mod in high Res.
Re: UPS Death
Posted: Thu Feb 28, 2019 1:38 am
by eformo
I can't play at all. Only 8gb of RAM so Pyanodons mods are unplayable.
I waited 2 hours and the game wasn't even half way loaded.
Re: UPS Death
Posted: Thu Feb 28, 2019 10:23 am
by Cardoyle
Did you try to use normal sprites instead of high res, it worked for me using 8gb of ram
Re: UPS Death
Posted: Mon Mar 04, 2019 1:43 am
by eformo
Cardoyle wrote: ↑Thu Feb 28, 2019 10:23 am
Did you try to use normal sprites instead of high res, it worked for me using 8gb of ram
Indeed I did. Sadly, still no joy. Think I'll go try B+A 0.17 and come back here when I get a new box.
Re: UPS Death
Posted: Mon Mar 04, 2019 9:53 pm
by orzelek
Wait for 0.17 since it fixed memory bloat on dx and also it compresses all the textures by default. It might be what this mod set needs to work...
Re: UPS Death
Posted: Thu Mar 14, 2019 5:12 pm
by eformo
Waiting patiently - and playing B+A to keep me busy for the time being.
Re: UPS Death
Posted: Thu Mar 14, 2019 6:02 pm
by Cardoyle
eformo wrote: ↑Thu Mar 14, 2019 5:12 pm
Waiting patiently - and playing B+A to keep me busy for the time being.
Ah is a shame you cant play it still, even with the optimisations 0.17 brought
It even allowed me to play in High Res
Re: UPS Death
Posted: Thu Mar 14, 2019 8:06 pm
by eformo
I played through it before PyRO - that was quite a lot. Back then the game loaded up in about 30-45 minutes, so I'd start it and go do something else for a while.
Seeing some of these recipes that require (e.g.) 15,000 iron ore in to get out 1 splitter makes me question my sanity for wanting to play these again though....
Re: UPS Death
Posted: Mon May 13, 2019 12:01 am
by eformo
I've been playing Satisfactory for a while, though it won't compete in any long run unless they do a wonder on mods, but I thought I would check back in. Last time I tried to play with PySuite ( prePH) I gave up after 1 hour loading (and not to 50% yet). Is the situation improved over last 2 months?
Or am I just going to have to figure out scrapping all of Pyanodons beautiful graphics?
Thanks for any input.
Re: UPS Death
Posted: Mon May 13, 2019 12:17 am
by Blokus
Not really sure what everybody's talking about with RAM issues. For me, memory usage peaks during the load at under 4 GB and during the game itself it is under 3 GB. And as far as I can tell I have all the graphics settings turned all the way up.
As for UPS, I'm currently at a 3-4 ms update (so a UPS cap of ~300), but my base doesn't do all that much yet (still building all the sp2 stage stuff in city blocks before I get started on all that goes into sp3).
Re: UPS Death
Posted: Mon May 13, 2019 1:53 am
by kingarthur
Blokus wrote: ↑Mon May 13, 2019 12:17 am
Not really sure what everybody's talking about with RAM issues. For me, memory usage peaks during the load at under 4 GB and during the game itself it is under 3 GB. And as far as I can tell I have all the graphics settings turned all the way up.
As for UPS, I'm currently at a 3-4 ms update (so a UPS cap of ~300), but my base doesn't do all that much yet (still building all the sp2 stage stuff in city blocks before I get started on all that goes into sp3).
There was an issue with directx at least in .16 would use alot of ram like 10+ GB with pymods on
Re: UPS Death
Posted: Sun May 19, 2019 1:43 am
by eformo
Whelp... My USB controller died. Rather than replace that, I'm getting a shiny new box that should do better with such things. Watching KoS and Aven's Py stream to pass time while waiting to get started on this beast!
Re: UPS Death
Posted: Sun May 19, 2019 3:43 pm
by Nyakko
Use this command to delete all trees on the map:
Code: Select all
/c local surface = game.player.surface
for c in surface.get_chunks() do
for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, type= "tree"})) do
entity.destroy()
end
end
After this freezes almost gone.
Re: UPS Death
Posted: Mon May 20, 2019 12:33 pm
by YunoAloe
TwentyEighty wrote: ↑Mon Feb 25, 2019 8:46 pm
How far is everyone getting before UPS Death?
Having around half of my base in almost max-optimized Factorissimo buildings, being at a point of circuit 1 + stainless steel automation, I'm at about 7-10 total update time (depends on if to count AAI programmable vehicles). I project to drop below 60 around getting to circuit 3 like this. So I made this topic
viewtopic.php?f=49&t=70896 where I demonstrate that Factorissimo increases UPS usage by 2 times in such scenario. The overall build can be optimized by 2 times at best I think, but not the Factorissimo part. Considering that I have a very top CPU, I can conclude that finishing Py mods with Factorissimo isn't possible without hitting UPS wall at this moment. Also I'm playing ABPy+ actually, with SpaceX & some more, thus even more so for me (unless I'll redo half my base when getting to asteroid mining + quantum computing, instead of just adding that part).