optimize low hanging fruits from pumps
Posted: Sat Aug 14, 2021 9:22 am
After lot of own tests and reading articles looks that pumps are not optimized wery well. And looks that there may have some low hanging fruits to do.
A) pumps take cpu time even they are not powered. I assume that this would be easiest thing to fix.
b) pumps take same cpu time even they are not doing any job. This is not so easy than A but with inserters there is idle lists what reduce checks when there was no work to do at last time? How about add this same feature to pumps so that if no fluid was moving at tick it will move pump to idle list and do recheck only once at n tick.
c) circuit network connected pump use ~4x more cpu than no connection. With inserters circuit connection allow save some time by disabling inserters. With pumps this work opposite way. So maybe there is some work to do.
Yes at normal bases pumps are not issue. But with seablocks mega bases current pumps are most time consuming thing at whole game.
A) pumps take cpu time even they are not powered. I assume that this would be easiest thing to fix.
b) pumps take same cpu time even they are not doing any job. This is not so easy than A but with inserters there is idle lists what reduce checks when there was no work to do at last time? How about add this same feature to pumps so that if no fluid was moving at tick it will move pump to idle list and do recheck only once at n tick.
c) circuit network connected pump use ~4x more cpu than no connection. With inserters circuit connection allow save some time by disabling inserters. With pumps this work opposite way. So maybe there is some work to do.
Yes at normal bases pumps are not issue. But with seablocks mega bases current pumps are most time consuming thing at whole game.