soo 0.15.

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Sparkysam
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Re: soo 0.15.

Post by Sparkysam »

hoho wrote:
Sparkysam wrote:So I had a look this morning at updates for my game take into mine the game is 64MB in size compressed
Size on disk has nothing to do with the performance in-game.
Sparkysam wrote:I have been removing factorissimo as I believed that was an issue over time
Yes, factorissimo doesn't scale well due to having to use Lua code to move items between outside and inside "worlds" of the factories. It's slooooow. Similarly, pretty much all of the automatic loot collecting mods create huge slowdowns.
hoho wrote:
Sparkysam wrote:running at 0.5 game speed and an Avg fps of 17.6 is not exactly fun after a while for sure.
In case you weren't aware, FPS will never be higher than UPS (updates per second).

How big is your base? What sort of production throughput does it have?
My base is massive, I will be able to get photos of the map, later on, tonight, but I know the map size is around 65MB. I have been expanding my base due to playing extended.
Yeah i noticed, my updates are around 30 on Avg is normally less but on AVG is 30
Sparkysam
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Re: soo 0.15.

Post by Sparkysam »

Nexela wrote:Post your mod list and I can tell you which mods to shoot to gain some life back :)
mods link
List as shown:
Anglesinfiniteores_0.4.5
Autofill_1.4.6
Big_Brother_0.3.3
Bigbags_1.0.20
Bio_industries_1.4.8
blueprint-string_4.0.0
bobassembly_0.14
bobconfig
bobelectronics
bobenemies
bobextended
bobgreenhouse
bobinserters
boblibary
boblogistics
bobmining
bobmodulues
bobores
bobplates
bobpower
bobrevamp
bobtech
bobvechileequiment
bobwarefare
clock
crafting speed research
enchanced map colours
evogui
factorissimo (Trying to remove this as i don't like it but it taking more time than i'd like)
FARL
faster trains
fusion reactor
rso_mod
shinybob
spacebook
squeakthrough
tombstones
wagoncapacitycolour
warhousing
winterio
yi_railway
orzelek
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Re: soo 0.15.

Post by orzelek »

Simple question - do you have a lot of warehouses (especially of big variety) in use?

I do recall they had some performance issues when in use by a lot of inserters. Entity update time would be very high when inserters were working with big warehouses full of items. I'm not sure if optimization for this one went in in 0.14 or not.
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Re: soo 0.15.

Post by Sparkysam »

orzelek wrote:Simple question - do you have a lot of warehouses (especially of big variety) in use?

I do recall they had some performance issues when in use by a lot of inserters. Entity update time would be very high when inserters were working with big warehouses full of items. I'm not sure if optimisation for this one went in in 0.14 or not.
yes for the incoming stations for my base (getting picture now) each station is 8 per 2 stations and there is around 30 stations :L
my update for the game since i just got back home -
Image
my stations
Image
map picture
Image
hoho
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Re: soo 0.15.

Post by hoho »

Going by your performance metrics and assuming I remember how to read the stuff, half of tick time is spent on the warehouses. It's a problem with huge inventories, game has to itereate over all the slots there when doing anything with them. A fix would be to replace them with smaller chests. I'm not sure if limiting the usable slots helps or not.

Next seems to be bots. How many of them do you have active and what are they doing? They seem to take almost 30% of tick processing time. If you are using logistics warehouses, it could be that the time bots spend in finding stuff from them is also much greater than it would with smaller ones.

Overall just 20% of processing time is left over for dealing with everything else.
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Re: soo 0.15.

Post by orzelek »

hoho wrote:Going by your performance metrics and assuming I remember how to read the stuff, half of tick time is spent on the warehouses. It's a problem with huge inventories, game has to itereate over all the slots there when doing anything with them. A fix would be to replace them with smaller chests. I'm not sure if limiting the usable slots helps or not.

Next seems to be bots. How many of them do you have active and what are they doing? They seem to take almost 30% of tick processing time. If you are using logistics warehouses, it could be that the time bots spend in finding stuff from them is also much greater than it would with smaller ones.

Overall just 20% of processing time is left over for dealing with everything else.
My guess would be that there are tons of ghosts - that would make construction manager so busy I think.

And if I count correctly from numbers given there are more then 100 warehouses - those will kill your performance "quickly".
You could try to limit amount of slots used in them and see if it helps.
From my short and a bit vague testing even few warehouses that have a lot of item stacks in them will start hogging performance on inserts into them. It's basically the old O(nm) that scales up quite quickly in warehouse due to 100's of slots that each inserter needs to check to put item in. I'm not sure if same happens when they remove item.. it might.
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Re: soo 0.15.

Post by hoho »

orzelek wrote:My guess would be that there are tons of ghosts - that would make construction manager so busy I think.
If I had to guess, I'd say he has either ordered mass-deforestation or laying down concrete.
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