"Suspend" inactive lamps

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Mimos
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"Suspend" inactive lamps

Post by Mimos »

Hi,

during testing a factory with the UPS mod to disable pollution, biters and everything else I could, I noticed some odd active chunks where nothing was going on. After some searching I found out that the lamps seem to be the cause, no matter if day or night.
So mabye you could just activate the lamps for a short time if they need to switch their state. This would allow many chunks in my factory to be inactive.

Maybe you could even do the same for radars because they don't seem to do much except for their animation and occasionally uncovering a tile.

Regards,
Mimos
Rseding91
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Re: "Suspend" inactive lamps

Post by Rseding91 »

That's already a planned thing for 0.16 :) You can see in the latest FF we talked about it: https://www.factorio.com/blog/post/fff-200

But do keep in mind: "active chunks" doesn't mean anything. It's what's in the chunk that gets update() called that determines if a chunk being active actually takes any measurable CPU time.
An active chunk because of 2 lamps is not even measurable compared to an active chunk that has 200 transport belts, 50 pipes, and 20 assembling machines working.
If you want to get ahold of me I'm almost always on Discord.
Mimos
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Mon Nov 07, 2016 5:15 pm
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Re: "Suspend" inactive lamps

Post by Mimos »

Well... perfect timing. I was hoping that having chunks completely inactive would cause some significant speedup compared to chunks with minimal activity. Thanks for your quick reply, though.
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