[0.17] 2000spm rail-based megabase without mods [blueprints]

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wladekb
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[0.17] 2000spm rail-based megabase without mods [blueprints]

Post by wladekb »

Hi,

I've put around 200 hours into a single Rail World game that started in 0.16 and then was upgraded to 0.17. Luckily I didn't actually encounter any of the 0.17 bugs in that game.

This is a 2-lane RHD 1+4 train system with occasional 1+2 and 1+1 in special cases. It's currently not doing a full 2000+spm due to the shortage of low density structure production.

Here is some overview:
megabase-overview.png
megabase-overview.png (293.43 KiB) Viewed 7235 times
Steel smelting array:
megabase-steel-smelting-array.png
megabase-steel-smelting-array.png (2.04 MiB) Viewed 7235 times
Blue circuit factory:
megabase-blue-circuit-factory.png
megabase-blue-circuit-factory.png (1.99 MiB) Viewed 7235 times
Chemical science factory:
megabase-chemical-science-factory.png
megabase-chemical-science-factory.png (1.88 MiB) Viewed 7235 times
Rocket silos:
megabase-rocket-silos.png
megabase-rocket-silos.png (1.11 MiB) Viewed 7235 times
I have also run a couple of experiments eg. bot mining:
megabase-experimental-bot-mining.png
megabase-experimental-bot-mining.png (2 MiB) Viewed 7235 times

However, I gave up this map mostly because of UPS issue, I'm getting 40-45 UPS using a decent hardware (i7, 16gb ram etc.). Here are some performance stats:
megabase-performance-stats.png
megabase-performance-stats.png (2.7 MiB) Viewed 7235 times
Transport lines: ~4.5ms
Entity updates: ~11ms
Electric network: ~1.2ms (this one is really interesting, I have a good margin in nuclear plants as seen in the screenshot)
Path finder: ~1ms (train path finder is separate, so what is it?)

which contributes to a complete frame time of 21ms which makes it a bit frustrating to play at 2/3 of the normal speed. If anyone could suggest what's the biggest UPS drain here I'd be very helpful.
I'm not using any mod and I've already tested: disabling pollution, removing all trees from the map, removing all fish from the map and nothing really made any difference.

Save file (link valid for 30 days):
(k25.zip) https://ufile.io/38pov
Last edited by wladekb on Mon May 06, 2019 9:34 pm, edited 2 times in total.

wladekb
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Re: [0.17] 2000spm rail-based megabase without mods

Post by wladekb »


Domin1c
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Re: [0.17] 2000spm rail-based megabase without mods [blueprints]

Post by Domin1c »

Nice base. :!:

60ups@9900k btw.

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Re: [0.17] 2000spm rail-based megabase without mods [blueprints]

Post by wladekb »

Domin1c wrote:
Wed May 01, 2019 1:06 pm
Nice base. :!:

60ups@9900k btw.
I have i7-6700 @ 3.4GHz desktop CPU and I get 45UPS as mentioned above.

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Re: [0.17] 2000spm rail-based megabase without mods [blueprints]

Post by NimbleCZ »

The file expired, reup pls. https://mega.nz/ might work better

wladekb
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Re: [0.17] 2000spm rail-based megabase without mods [blueprints]

Post by wladekb »

Reupload (valid for 30 days):
https://ufile.io/i0zlsqer

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disentius
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Re: [0.17] 2000spm rail-based megabase without mods [blueprints]

Post by disentius »

Nice.
runs 60FPS on my rig.
Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz
Kingston DDR4@3600MHz

Had a look around. Entities are the big UPS consumer (7-9 ms)
Bring entites down by using Robots and beaconize the crap out of everything. :D

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Re: [0.17] 2000spm rail-based megabase without mods [blueprints]

Post by phi Seeker »

@wladekb
Hi, would you be willing to reupload the save one more time? I have on older cpu - 4690K, but I have OC to 4.4Ghz and I'm curious to see what effect on performance it would have. I will probably build a new megabase and I'm thinking about new PC so I would really love to know. Also since I heard that Factorio is memory intensive game, any chance you could tell what clock speed your RAM is?

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Re: [0.17] 2000spm rail-based megabase without mods [blueprints]

Post by wladekb »

I accidentally deleted the save :( Could anyone else help who downloaded it?

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Re: [0.17] 2000spm rail-based megabase without mods [blueprints]

Post by jacob_28348 »

I'd love to get a save file of this or more accurate blueprints. Grey Science isn't grey science, and some of the recipes aren't updated for the .17 changes.

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