
So at this point in time, I wouldn't recommend this mod for use with Angel's mods. It does look like it could be very interesting with just plain Bob's or Vanilla though. Cheers!
Code: Select all
factorio@odin3:~/tmp/factorio/saves/megabase$ strings script.dat | awk '{print length($0),$1}'
5 level
156 do
8 mod-FARL
13060 do
23 mod-IncendiaryMunitions
26 do
18 mod-ModuleInserter
537 do
19 mod-Vehicle-turrets
2812 do
16 mod-Bot
26 do
20 mod-CliffDeconstruct
23531 do
21 mod-DeleteEmptyChunks
26 do
15 mod-EfficienSee
2262903 do
22 mod-Induction
489924 do
20 mod-Inventory
2059 do
25 mod-Logistic_Slot_Manager
2895 do
21 mod-MaxRateCalculator
1421 do
12 mod-Nanobots
37573 do
20 mod-no-hand-crafting
26 do
18 mod-PickerExtended
30065 do
23 mod-prettyfairresources
89839914 do <<<<<<<<<<<<<<<<<<<<<<<<
22 mod-ProgressiveRunning
713 do
16 mod-qol_research
26 do
48 mod-Renamer$do
23 mod-research-kills-bugs
26 do
17 mod-ScoreExtended
3810 do
24 mod-skan-radio-telemetry
1766 do
21 mod-SmartDisplayRedux
30205 do
19 mod-upgrade-planner
2926 do
109 mod-Vehicle
15 mod-VehicleSnap
301 do
17 mod-Vehicle_Radar
12508 do
20 mod-folk-shuttle-016
19026 do
Looks like removing PFR made our save game size return to normal, but adding it back in makes for very low resource creation.Demosthenex wrote:We are doing a playthrough with PFR in 0.16, and have been encountering very poor save and catch up performance. Rseding looked at our save on IRC, and identified that our script.dat file in our savegame is 89MB, while our level.dat is only 75MB. On analyzing the data in script.dat, 85MB of it is labelled for PFR.
Can you help us figure out what to do next and not break our save?
That explains it quite well! Unfortunately with the save time approaching five minutes and with the catch up time around 15 minutes we ended up gutting our save. We removed PFR (which cleared the script.dat data), removed several other mods, and then used Delete Empty Chunks on the map to purge anywhere we had not built in. This dramatically improved performance, and we put in RSO instead.danbliss123 wrote:PrettyFairResources generates resources in concentric square "rings". So, when you reveal territory that is far enough out to be in the next square ring, it generates the resources for that square ring, including in ALL directions around the origin. It then stores all of the stuff that is not actually on the map yet in its internal data structure.
Small note:Demosthenex wrote:That explains it quite well! Unfortunately with the save time approaching five minutes and with the catch up time around 15 minutes we ended up gutting our save. We removed PFR (which cleared the script.dat data), removed several other mods, and then used Delete Empty Chunks on the map to purge anywhere we had not built in. This dramatically improved performance, and we put in RSO instead.danbliss123 wrote:PrettyFairResources generates resources in concentric square "rings". So, when you reveal territory that is far enough out to be in the next square ring, it generates the resources for that square ring, including in ALL directions around the origin. It then stores all of the stuff that is not actually on the map yet in its internal data structure.
RSO has a different generation layout, and we're having to explore further to find valuable resources (ie: large patches), but it did not affect our save times.
Sorry to switch, but I'm glad you found the root cause.
As to our destiny, after starting on a deathworld we researched a (modded) virus to kill all the bugs, and now we pursue our dream of making a megabase across the entire planet. ;]