[1.0.0] Roboports in Spidertron sometimes "lag"

Bugs that are actually features.
fixor95
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[1.0.0] Roboports in Spidertron sometimes "lag"

Post by fixor95 »

I tried to build and destroy some stuff remotely with drones inside Spidertron. It sometimes takes very long time for those robots to do something and it makes the feature almost useless (not the spidertron, just building stuff with it).

For comparison, I tried to do same stuff with 1 roboport and 1 fusion reactor inside both player and spidertron, roboports were charged. You can see there is a big difference.

Here is the video - https://youtu.be/gSa7JVLEqBo
Loewchen
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Re: [1.0.0] Roboports in Spidertron sometimes "lag"

Post by Loewchen »

Post a link to a save that shows that behavior please.
Rseding91
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Re: [1.0.0] Roboports in Spidertron sometimes "lag"

Post by Rseding91 »

Thanks for the report however this isn't likely to change. You have a boatload of orders for robots to do things and it takes time for robots to get around to stuff. It's the same behavior if you build normal roboports.

Too many jobs not enough robots and roboports to do the jobs.

Player robots have special logic to spend extra CPU time checking for jobs around the player.
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Qon
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Re: [1.0.0] Roboports in Spidertron sometimes "lag"

Post by Qon »

https://mods.factorio.com/mod/DynamicConstructionQueue
Goes through every ghost every 10 seconds (or other time you set in settings)

https://mods.factorio.com/mod/ConstructionQueue
Increases ghost checks per tick.

These mods might make factorio drop some frames though if you have a huge amount of ghosts or ordered deconstructions etc. The first one I think can skip tile ghosts so those can be "slow but not affecting UPS" while all other ghosts never wait too long. Don't know what happens if you use both so I would say pick one.
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