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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... :P

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).