Blueprint slowdown: anyone else having this?

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McDuff
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Blueprint slowdown: anyone else having this?

Post by McDuff »

So whenever I try to use a blueprint of more than a couple of items, including normal blueprints and cmd-C blueprints, my game slows down - like way down from 60fps rock solid down to 4-5fps. As soon as I place the blueprint and clear it from the cursor, the game speeds back up again.

Is this a common problem that anyone else is having, with a known fix/workaround? If not I'll post more details of mods and stuff.

kovarex
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Re: Blueprint slowdown: anyone else having this?

Post by kovarex »

No, we are not having this, so you should probably show a log and screenshot with debug info (F5) of the performance when it happens.

BHakluyt
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Re: Blueprint slowdown: anyone else having this?

Post by BHakluyt »

O yeah this happens to me regularly. I thought it was just how things are.
Screen01
Screen02
loggy

Rseding91
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Re: Blueprint slowdown: anyone else having this?

Post by Rseding91 »

BHakluyt wrote:
Wed Mar 27, 2019 8:47 pm
O yeah this happens to me regularly. I thought it was just how things are.
log file wrote:-> Initialised Direct3D[0]: Intel(R) HD Graphics 5500
For you - with that graphics card - it is :P
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Re: Blueprint slowdown: anyone else having this?

Post by BHakluyt »

It happens on my PC too with the Radeon R9290...

posila
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Re: Blueprint slowdown: anyone else having this?

Post by posila »

BHakluyt wrote:
Wed Mar 27, 2019 8:47 pm
O yeah this happens to me regularly. I thought it was just how things are.
That is more related to 61861

@McDuff said
McDuff wrote:
Wed Mar 27, 2019 7:41 pm
a blueprint of more than a couple of items, including normal blueprints and cmd-C blueprints
Huge-ass circuit network blueprint is far beyond "a blueprint of more than a couple of items"

kovarex
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Re: Blueprint slowdown: anyone else having this?

Post by kovarex »

posila wrote:
Thu Mar 28, 2019 8:30 am
McDuff wrote:
Wed Mar 27, 2019 7:41 pm
a blueprint of more than a couple of items, including normal blueprints and cmd-C blueprints
Huge-ass circuit network blueprint is far beyond "a blueprint of more than a couple of items"
That was my reaction exactly, big full screen of stuff and huge cricuit network blueprint over it with not that powerful GPU. When you say "blueprint of more than a couple of items", I imagine like 20 or 30 entities, not this.

I call this not a bug.

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Re: Blueprint slowdown: anyone else having this?

Post by posila »

Original poster still has not provided additional info, so moving to Pending.

McDuff
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Re: Blueprint slowdown: anyone else having this?

Post by McDuff »

Sorry for the delay.

See below for three screenshots. only difference between them is hitting ctrl-v on a pretty basic furnace stack. Certainly not hundreds of entities all wired together. FPS drops down to around 8 in this situation. I've attached the log too.

Screenshot 2019-03-28 at 18.45.29.png
Screenshot 2019-03-28 at 18.45.29.png (15.7 MiB) Viewed 3133 times
Screenshot 2019-03-28 at 18.45.51.png
Screenshot 2019-03-28 at 18.45.51.png (14.95 MiB) Viewed 3133 times
Screenshot 2019-03-28 at 18.46.04.png
Screenshot 2019-03-28 at 18.46.04.png (14.75 MiB) Viewed 3133 times
Attachments
factorio-current.log
(229.71 KiB) Downloaded 78 times

McDuff
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Re: Blueprint slowdown: anyone else having this?

Post by McDuff »

Sorry! It turns out it was a mod. Somehow the "single splitter" mod was responsible for it.

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Re: Blueprint slowdown: anyone else having this?

Post by Bilka »

The slowdown is in the rendering of the "interaction boxes" because the mod adds an inserter with the properties "pickup_position = {0, 200}, insert_position = {0, 200},".
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

McDuff
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Re: Blueprint slowdown: anyone else having this?

Post by McDuff »

I didn't try to disable that at first because I wasn't really using it, and there definitely aren't any of the single splitter entities in this blueprint. Does the mod making a 200 unit wide interaction box (which is what I assume you mean) mean that *every* interaction box becomes 200 wide?

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Re: Blueprint slowdown: anyone else having this?

Post by kovarex »

Bilka wrote:
Thu Mar 28, 2019 8:08 pm
The slowdown is in the rendering of the "interaction boxes" because the mod adds an inserter with the properties "pickup_position = {0, 200}, insert_position = {0, 200},".
We should have limited these distances long time ago, it should never be more than half of the chunk to support some future plans.

McDuff
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Re: Blueprint slowdown: anyone else having this?

Post by McDuff »

kovarex wrote:
Thu Mar 28, 2019 10:41 pm
half of the chunk to support some future plans.
O_O

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Re: Blueprint slowdown: anyone else having this?

Post by FoxInSox »

FYI, my "Lane Balancer" mod which is based on single-splitters incorporates this fix. It also improves on single-splitter in multiple ways:
1) supports connecting to undergrounds, splitters, and sideways belts (T-junctions)
2) adds a tier of lane-balancer for each vanilla belt type (yellow, red, & blue)
3) graphics don't get cutoff by adjacent belts.

https://mods.factorio.com/mod/Lane-Balancer

It otherwise has the same functionality as single-splitter and can be used as a drop-in replacement.

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