Even having solved the initial baseball-bat-to-the-face symptom of the corrupted bp library, something squirrelly is still definitely going on with my game install. Relevant here is the fact that there was nothing wrong with the savefile, and I'm essentially certain that nothing was corrupted as I migrated through a system reformat. To be clear, my savefile was backup up on at least 2 different clouds (Steam and Dropbox) and I was able to verify that both of those clouds had identical copies of not only the savefiles, but also of blueprint-storage.dat.
TLDR, extremely long load times on savefiles that ran approx 225mb before and after the reformat, before game runtime ram footprint was ~5-8gb with 50+ fps, whereas now it runs consistently with 7-10gb of ram used, often averaging 25-30 fps but frequent dips into low-single-digit fps. Savefile had 415 hours pre-reformat, and almost 35 hours since recovering my bp library. Admittedly, I'd revealed the map to a pretty sizeable radius, I'm guessing ~300 chunks in all four directions from spawn, but that was true both before and after the reformat so no idea why the change in game-client performance upon my return. To eliminate as many variables as possible, I'd culled my modlist pretty significantly and even opted to reroll a new map, and I'm ~75 minutes into the new save (new mapseed, everything) and even that savefile is already 100mb in size, factorio is using 3.5gb of ram, and it takes almost 8-10 minutes to load into this new save, again with <90 minutes on the save.
System:
- Lenovo IdeaPad3 15IAH7, Windows 11-Home-64bit v23H2
- CPU i7-12650H 2.30GHz
- RAM 16.0gb, 15.7gb usable
- SSD 421gb, currently 50+gb free, currently work assignment soon to conclude this month and when it does that should free up 85-100gb of ssd space
- base v1.1.107-0
- EvoGUI 0.4.601
- miniloader 1.15.7 (*strong preference to keep but can be persuaded if performance impact is sizeable)
- VehicleSnap 1.18.5
- angelsaddons-cab 0.2.9
- angelsaddons-storage 0.0.10
- AutoDeconstruct 0.3.12 (*)
- blueprint_flip_and_turn 101.8.6 (**see below)
- camedo-snapmine 1.0.0
- CleanedConcrete 1.0.4 (I really like this mod!)
- creative-mod 1.8.2 (**)
- LandfillEverything 1.1.2 (**)
- nixie-tubes 1.1.5 (*)
- rso-mod 6.2.26 (*)
- textplates 0.6.10 (*)
- TransformationProcess 1.0.1 (**)
- VehicleGrid 1.4.0 (*)
- LTN - Logistic Train Network 1.18.6 (*, **)
- Nanobots: Early Bots 3.2.19 (*, **)
- Picker Dollies 1.2.6 (*, **)
- SnapMines 1.0.0
- VehicleWagon2 3.1.2 (**)
- Factorio Library 0.14.1 (req'd by LTN)
- Factorio Standard Library 1.4.8 (req'd by Nanobots, Picker Dollies
- Robot256's Library 1.1.5 (req'd by VehicleWagon2)
- NFC why SnapMines isn't appearing on the load-select screen, as the mod page indicates no dep's
** -- I'm vaguely aware of some UPS issues with creative-mod, but I'm nervous to part with it, as I run a parallel creative-save for blueprinting and design-tinkering purposes, which is kind of a medium-sized deal for a multiplayer session being planned. I may end up disabling this mod for the multiplayer sessions, only enabling it when I need to access the creative save. Same for blueprint_flip_and_turn and LandfillEverything as those are almost never used in survival gameplay.
Group first-time convenes online late this upcoming week, hence my troubleshooting now. For that multiplayer map, the strong preference is to add:
- AfraidOfTheDark
- Atomic Artillery
- ExpensiveRepairPacks
- NaturalEvolution
- Rampant
- Recipe Recurrence (weak preference)
- Recursive Science
- Science Bottles
- EvoGUI
- Nanobots
- SnapMines
- Text Plates