ah i guess i totally missed the context and questions here earlier, i'm sorry.
you have some good questions. and maybe i can try and explain how i see it.
eradicator wrote: ↑Tue Mar 30, 2021 3:59 pm
This might be a bit philosophical, but I've started to wonder about measurements of so-called "mega-factories". Lately many of the new "mega-factories" I've seen consist of repeated copies of self-sustained micro-factories (hereafter "blocks") - including copying of perfectly shaped
infinite ore patches right into the factory! This copying conveniently avoids all large-scale logistic problems, especially the one of getting ore into the actual base.
But if a bunch of copy/pasted independant blocks constitutes a megafactory, then why not copy a 100SPM block a thousand times and claim 100kSPM? I don't really understand the logic.
i guess it's situational. everyone has a different goal - megabase and SPM are just measurements, like any kind of metric, it's just a small part of a whole picture.
any base can be boring. Xterminator5 did a base review of my first base i'd ever played - it's not a high SPM factory, it never even launched a rocket. but the story behind it and some of the stupid contraptions we made on the map to compensate for our lack of understanding of game mechanics were what made it interesting. we just stuffed everything onto a single belt because it seemed to work just fine.. until it didn't..
i don't quite understand the arbitrary figures people aim for with SPM either. i think it's also that the 100k SPM would probably be unplayable and pointless as a result.
i'm working on a 1
million SPM base. I chose that number because it was absurd and I didn't think I could do it at 60 UPS, but I found some engine things to exploit and it might still be possible.. to me this is not the exciting part, but the challenge of all the direct-insertion builds, even using /editor and spawning in infinite patches. it's taken me more than 1050 hours of real playtime. explaining it to others isn't easy. not many people understand why it's neat. they think it's just easy as heck to do. one asked me why not just use infinity chests? because that'd be like the eagle bringing the ring to mordor. it misses the whole point of the story.
there's also the aspect that copy-pasting something repeatedly isn't very
exciting. i just commonly see it as though they were wondering whether a certain build style would scale up if they did it a large number of times. it's a quick test to pull off. i say it's not exciting because you're hardly
playing the game. you're just copy pasting. the play time was spent designing the initial module. maybe there's just some satisfaction gained in seeing it all work.. but i'm with you - interconnecting rail networks are fun to watch. junctions are fun to design. city blocks have the fun to watch aspect but no way to optimise it.
eradicator wrote: ↑Tue Mar 30, 2021 3:59 pm
"It must run at 60 UPS" doesn't seem to be important either, because sometimes people claim X SPM with 30UPS, sometimes with 70UPS. And honestly if it was UPS bound, that would mean that the
exact same base would have different SPM-capacity on different computers.
i guess that comes back to the context and the story behind the base. what were they going for? sometimes it's
interesting to see someone's base that runs at 30 UPS. i'm a site reliability engineer, and performance is always interesting to me.
the UPS declaration is just a measurement of how much CPU time the base took on their system. maybe their goal was to maintain 60 UPS or greater - maybe it was just to see how slow it got once they achieve their goal.
eradicator wrote: ↑Tue Mar 30, 2021 3:59 pm
So...eh? Anyone care to explain?
I don't want to downplay anyones effort. I still enjoy reading UPS-optimization threads. I just don't understand where the "SPM" numbers come from anymore.
SPM is measured in-game. the production graphs measure by tick clock, not wall clock. so the SPM in the game is as if you were the engineer experiencing
their "realtime".
it'll be wrong if you ran at !=60 UPS and watch the items moving on the belts keeping track manually, for instance. but the "Playtime" indicator is also wrong once it's running below or above 60 UPS.. it's assuming 60 UPS.
eradicator wrote: ↑Tue Mar 30, 2021 3:59 pm
The speed-running community seems to have fixed definitions for "Something%" runs which make different runs comparible. Perhaps the megabase community lacks such definitions and everyone just claims "SPM" as they see fit? If that is the case would such a definition even be desirable?
SPM is just what the map can produce. depends on mods to know how much overall 'resource consumption' is going on / how many machines are active.
as far as i can tell there's a "competitive SPM" with two categories; military science or not. and it usually has to be vanilla or no one cares. the competition is to see how big you can go and maintain 60 UPS on *YOUR* computer. then everyone else sees how fast it runs on their computer.
the number of train stations is also a pretty good one.