I understand that this is because the game has to recalculate all train paths whenever a signal is added or removed. I'm after a little advice on what the best way is to address it.
My factory is fairly large in area, albeit very low density. I've got about a thousand game hours on it and it's changed form many times, so it's a bit of a mess. It's been a city block base with lots of solar panels and nuclear power scattered almost randomly throughout it, so while it was pretty dense, my recent move to consolidate all solar panels into a few major deployments and remove nuclear power entirely (I've heard that all those fluid pipes are bad for UPS, and I'm trying to improve my UPS from about 15-20) has left me with a large base which is mostly empty space. Most of the traffic is via trains (I've also cut back my main logistic network from about 15,000 roboports covering most of the factory to about 400) so there are a lot of fairly long 4-track rail lines, which obviously means a lot of signals.
Another thing I've read is that grid bases tend to run slowly because of the large number of potential paths that each train can take around all of the track. My current aim is to move all my mining to the south and then try to restrict all manufacturing that uses only or mainly raw ores to the south as well. I might try to do this by using entirely separate rail networks for the ores and the more processed goods. Further to that, I was thinking of structuring in horizontal stripes fed by east-west rails, with relatively few north-south interconnects between them. Hopefully I can restrict how far any individual train has to travel so that there is relatively little traffic on those interconnects.
Two questions:
- Is this plan likely to improve my UPS? I've been able to get back to about 25 UPS when not building stuff, but it's still pretty slow.
- Is the freezing likely to be alleviated more by having fewer potential paths or should I be trying to user fewer signals instead?