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[2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Tue Jul 15, 2025 8:22 pm
by somepersondontask
07-15-2025, 16-19-37.png
07-15-2025, 16-19-37.png (4.56 MiB) Viewed 1239 times
I've setup my Fulgora base in a way that it uses 3000 logistics bots to manage scrap recycling and science production. However, when running the base my UPS/FPS drops to ~30 solely due to the logistics manager using 20ms of processing power. I have an i7 11400f Intel CPU so I am not sure why it's struggling so much.

I've attached my save for replication. I'm unsure if this is an issue with a mod I'm using or an issue with the logistics manager itself.

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Tue Jul 15, 2025 9:37 pm
by eugenekay
somepersondontask wrote: Tue Jul 15, 2025 8:22 pm I've setup my Fulgora base in a way that it uses 3000 logistics bots
“relatively few logibots” :lol:

I find that performance goes down anytime there are more than 1000 Bots per network, or when bots are trying to pick up “1 item at a time” because they cannot find a Stack of items. It also scales poorly with more Logistic chests (more inventories to be evaluated).

From your screenshot, it looks like your Scrap Recyclers are directly feeding chests - this is almost guaranteed to only allow 1 item of each type at a time to be stacked before a bot is dispatched - wasting 3/4 of the bots carrying capacity, and thus requiring 4X as many bots for the same throughput!


Try pre-sorting the scrap output into specific Chests for each output type. Good Luck!

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Wed Jul 16, 2025 12:18 am
by Rseding91
This is due to the usage of active provider chests and every single robot that takes items from the active provider chests trying to condense them into the same few sets of storage chests. The robot queue logic falls short in this scenario and the game tries too hard to find a "better" robot than simply waiting for one to be free.

I have an idea that might improve performance slightly but I'll have to experiment with it and see what side effects it has.

In the meantime, the underlying issue is you need more robots.

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Fri Jul 18, 2025 10:24 pm
by somepersondontask
There were idle logistics bots in the network when I took this screenshot. Not sure how many since I redid scrap handling but I don't think more bots would've solved the issue in this case.

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Fri Aug 01, 2025 2:10 am
by Guenni7
Rseding91 wrote: Wed Jul 16, 2025 12:18 am
I have an idea that might improve performance slightly but I'll have to experiment with it and see what side effects it has.
Did you make any changes to the bots already? Didn't see anything about bots in the changelogs.

But I might have encountered a side effect if you did. I need approx. 20% more bots in every production satellite to get the same job done as before. (I usually just add enough bots to get the job done to keep ups in check.) Checking the production stats I would say this started around two or three days ago.

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Fri Aug 01, 2025 11:46 am
by Rseding91
I did. The total robots needed should not be any different, but the game will *use* more robots to get jobs done faster if they’re available.

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Fri Aug 01, 2025 9:42 pm
by Guenni7
Rseding91 wrote: Fri Aug 01, 2025 11:46 am I did. The total robots needed should not be any different, but the game will *use* more robots to get jobs done faster if they’re available.
It should, but it doesn't. When the to-do lists for bots were invented I was able to get down bots for my science complexes from 225 to 195.
After the last changes I need 225 again. Same on the mining posts. It seems like the bots to-do lists are not working anymore.

The more bots instead of intelligent bots has another caveat: You summon too many bots for the nerfed roboports, my homebase looks like a giant charging place now just for building some of the basic stuff...

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Thu Aug 21, 2025 1:31 am
by Guenni7
Any chance I get an answer to this or do we just let it go?

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Thu Aug 21, 2025 2:26 am
by Rseding91
An answer for what?

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Fri Aug 22, 2025 2:57 am
by Guenni7
Rseding91 wrote: Thu Aug 21, 2025 2:26 am An answer for what?
Guess I should have used the word reply instead of answer :)

I described that the bots are behaving different since the last changes and you replied that the changes now just use more bots if available. In my bot networks that's not the case, I don't have more bots than needed, nevertheless they don't work as efficient like they did before the changes. My guess is that the to-do lists don't work anymore.

So, do you want to have a look into it or don't you see a problem and we let it go? (Guess we finally have a question to answer :) )

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Fri Aug 22, 2025 3:00 pm
by Rseding91
The to-do list for logistic robots was disabled. The performance overhead of it scaled terribly (it's O(N)) and kept running into performance issues when players would build medium/small logsitic networks.

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Mon Aug 25, 2025 9:45 am
by CaffeinatedCucumber
Rseding91 wrote: Fri Aug 22, 2025 3:00 pm The performance overhead of it scaled terribly (it's O(N))
I'm sorry, what?
What's considered *good?* I figured a majority of the game's systems were O(N)!

You guys are deranged. Please continue to be.

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Posted: Mon Aug 25, 2025 12:52 pm
by Rseding91
CaffeinatedCucumber wrote: Mon Aug 25, 2025 9:45 am I'm sorry, what?
What's considered *good?* I figured a majority of the game's systems were O(N)!
O(N) is about the slowest acceptable complexity. Unless we control the upper bound - which we typically don’t - anything beyond it means the game quickly grinds to a halt.

Log(N) is good, O(1) is great.