Well, guess i could rebuild the around 700k solar panels if that would yield any useful results for you guysRseding91 wrote:Ah, yeah solar panels are O(1) cost so the count has no impact on game performancetotallymeyou wrote:Yes as the mods are nearly all just quality of life mods, BUT you have to keep Advanced Solar active, otherwise the saves power supply will be wrecked. So unless you use an infinite power command, the base won't run, obviously.Rseding91 wrote:
Can your save run without the mods? They make it difficult to look at performance with the API changes between 0.15 and 0.16.
I had the power supply run on vanilla solar before, but hoped to gain fps by using a mod to concentrate the power in a much smaller area.
I did find one small thing so far with requester chests to improve performance. I'm looking at other things still.
There are still a few things not running smoothly in the factory, hoping to have fixed everything by tonight (EU), so that you could also do a long term test, if that would help at all^^
*Edit: Just found out something that is probably a mistake / bug: A silo will still launch the rocket, even if the silo's inventory of Space Science is full (2k), and then doesnt have space to store the new Space Science - it basically just evaporates. You may want to change that As in simply stop the rocket from launching if there still are Space Science packs in the silos inventory. Obviously there are ways to stop this from happening from the players side (Circuit Network for the input of Satellites, but such expensive Science packs just disappearing can probably upset some people