Performance optimization - post your saves

Post all other topics which do not belong to any other category.
mrvn
Smart Inserter
Smart Inserter
Posts: 3892
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: Performance optimization - post your saves

Post by mrvn » Mon Nov 25, 2019 1:19 pm

Take your existing blueprint and place 2x2 of them. Then remove the rails in the middle leaving everything else as is. Now you have a larger cell that works just like your existing setup.

You can also use landfill paintings (so you have different landfills) to put sand under rails and grass around them or some other combination. Then have one blueprint for the power/roboport grid that includes the sand/grass tiles. Place them everywhere and you get a nice outline of where rails might go. Then you can decide on a case by case basis where to put rails or where to ignore rails positions to e.g. build a big solar array.

mr_fancy_pants
Burner Inserter
Burner Inserter
Posts: 17
Joined: Sun Nov 13, 2016 10:13 pm
Contact:

Re: Performance optimization - post your saves

Post by mr_fancy_pants » Thu Dec 05, 2019 11:48 pm

mrvn wrote:
Mon Nov 25, 2019 1:19 pm
Take your existing blueprint and place 2x2 of them. Then remove the rails in the middle leaving everything else as is. Now you have a larger cell that works just like your existing setup.

You can also use landfill paintings (so you have different landfills) to put sand under rails and grass around them or some other combination. Then have one blueprint for the power/roboport grid that includes the sand/grass tiles. Place them everywhere and you get a nice outline of where rails might go. Then you can decide on a case by case basis where to put rails or where to ignore rails positions to e.g. build a big solar array.
This is actually a pretty reasonable suggestion, however. there is another issue with using larger grid sizes, and that's to do with the fog of war. Since you can't deconstruct or blueprint into the fog of war anymore (which is a change I still really really hate), the larger cells are much more cumbersome to get the whole thing unfogged so you can place it in one go, especially as they're normally used for expansion into areas that don't have radar yet. Even the smaller grids I currently use sometimes run afoul of this, depending on where the chunk boundaries end up.

It also makes it trickier to lay down grids while not covering up delicious resource patches when the grids are twice as large - it can be tricky even with the smaller ones.

Post Reply

Return to “General discussion”

Who is online

Users browsing this forum: Bing [Bot]