UPS optimized 12-beacon smelting - w/minimal circuits

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disentius
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by disentius »

Thanks Optera:)
In /editor mode all hidden items are already available
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

I'm using the script w/my modificaitons from Factorio-Benchmark-Powershell
BTW a nice doc on benchmarking in reddit: /r/technicalfactorio/.../guide_how_to_benchmark_in_factorio/
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

flame_Sla wrote: Sun Feb 20, 2022 12:22 pm I have no guarantee that without mods in vanilla, the benchmark results will be preserved
I've did an analysis on that, focusing on Editor Extensions. I'll switch to vanilla, not beacuse I've found better numbers, but to keep things simpler and clean.

See viewtopic.php?f=193&t=101673
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

I'd recommend 5 x 50.000 tick runs for a little bit better results. But 10.000 or 25.000 is also as good - but have at least 5 runs please.

Data and saves are in the same post above: viewtopic.php?f=193&t=101673&p=562072#p562072

There are graphs there related. Another graph (not in that post only here):
Attachments
UPSvsTicks-ZMEE-10-10-6-runs.png
UPSvsTicks-ZMEE-10-10-6-runs.png (86.08 KiB) Viewed 5499 times
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by flame_Sla »

what is the build intended for?
for city blocks?
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

flame_Sla wrote: Wed Feb 23, 2022 10:15 am what is the build intended for?
For UPS :)
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

Belter v6.80
- Applied the signal separaiton idea from this post - inspired by the BP from Blomz
- Looks faster, benchmark to come later
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Belter v6.80.png
Belter v6.80.png (391.88 KiB) Viewed 5421 times
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

Benchmark - 4 x 25.000 ticks
- running vanilla Factorio, mods disabled
- did my best to make sure all smelters which overproducing are full
- saves attached, I've created 5x500 lanes with express loader/infinity chests to be able to run w/o mods
- one controller for the 500 lanes
edit: see the next post for more results merged with this one
BPs tested
- Belter-v6.80: see BP in this thread here
- DaveMcW-v4: see BP in this thread here
- Stevetrov_1feed: see savegame in this thread here
- DaveMcW-v5: see savegame in this thread here
- DaveMcW-v3: see BP in this thread here
- Flomz-v1.1: see BP in this thread here
- Stevetrov_2feed: see savegame in this thread here
Results
- I left my computer run alone for Run 1,2,3,4 - those are on the chart
- No idea what happened for Flomz's run 2
- Run 5 removed from the chart: I've started browsing and listening to music, caused more randomness
- Would really appreciate another 5 x 25.000 run by someone else
- See timing numbers!
Fruther ideas, notes
- Apply signal separation to DaveMcW's BPs
- I attach the script I've extended. It shows the UPS during measurements and contains some other tweaks to my taste
Attachments
benchmark4.zip
(3.9 KiB) Downloaded 308 times
B007-UPS.png
B007-UPS.png (80.77 KiB) Viewed 5414 times
B007-UPSruns.png
B007-UPSruns.png (85.85 KiB) Viewed 5414 times
B007-Times.png
B007-Times.png (73.38 KiB) Viewed 5414 times
saves.zip
(27.86 MiB) Downloaded 218 times
B007 results.csv
(3.94 KiB) Downloaded 186 times
Last edited by Belter on Thu Feb 24, 2022 7:58 am, edited 1 time in total.
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

2nd run
- I've run the same saves again 5x
- got consistent results
- 2nd set attached
- My PC was running unattended, other apps closed
Results merged and filtered
- merged w/prev results
- filtering out run #2 (Flomz data was an outlier)
- filtering out run #5 (All data was inconsistent as I've did some browsing during the tests)
- I've renamed the 2nd results to from 1..5 to 6..10
B007-UPS-MergedFiltered.png
B007-UPS-MergedFiltered.png (78.56 KiB) Viewed 5386 times
B007-UPS-Runs-MergedFiltered.png
B007-UPS-Runs-MergedFiltered.png (102.93 KiB) Viewed 5386 times
Results merged and unfiltered
Unfiltered results
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B007 results.csv
(3.93 KiB) Downloaded 202 times
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by flomz »

It seems that number of express loaders and chests considerably affects UPS (notice the difference between Stevetrov_1feed and Stevetrov_2feed).
We should probably try to elimitate this factor since there are no such entities in real megabases, and creating a half-belt in a real game often doesn't have this overhead.
Suggestions:
  • Use inserters to fill input belts, while making sure that number of infinity chests remains the same between versions
  • Use electric drills with insane productivity/speed bonuses
I also noticed that placing items at the start of a gap might be less effective than placing in the middle, since in the first case game has to iterate through all items on a belt from the start of a transport line before placing. Will update blueprint later.
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

flomz wrote: Thu Feb 24, 2022 2:05 pm It seems that number of express loaders and chests considerably affects UPS (notice the difference between Stevetrov_1feed and Stevetrov_2feed).
EE underground belt has a much bigger impact... see here: 13%
flomz wrote: Thu Feb 24, 2022 2:05 pm
  • Use inserters to fill input belts, while making sure that number of infinity chests remains the same between versions
  • Use electric drills with insane productivity/speed bonuses
I'd prefer the 2nd option in case it works in vanilla.
Adding more inserters would ruin our efforts to get the highest UPS and the lowest # of inserters active/swinging.
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by disentius »

@Belter:

Your saves are not quite right. the point of 2 belts is to use one lane on each belt, that reduces computations for inserters a lot. also, you used 2 infinitychests per input. this gives 500 more active antities to deal with.:)

(If you want to know more, find "UPS wars" on this forum)

Notes:
- I prefer copying all designs down(south) 498 times, instead of 5x 100. I tried with Flomz' design, but got caught in the wires...
Belters design copied straight down gives a different performance (better) than 5x100
- we have 3 different timer designs atm: Belter/daveMcW, Stevetrov, and Flomz. I propose to put the timers in the name of the saves, I did that for this run. (dt,st,ft)
- agreed with Belter about runtimes of the saves.
- made an "empty" save with a hazard concrete point at 0.0 on the map, so all builds can be lined up the same. Includes 2 mods: region cloner, and delete empty chunks.
- the script I use makes sure no mods are loaded when running the test. (check in the logs afterwards to be sure)
- for quick checks you can use this lua snippet on the command line to count entities. fill in the correct prototype name for each one. (this one gives the stack inserter count)

Code: Select all

/c local entity
 entity = game.player.force.get_entity_count("stack-inserter")
 game.player.print(entity)
Stevetrov's build beats every other one, when properly setup and tested.
Test results:
2022-02-24 20_18_14-testresults.ods - LibreOffice Calc.png
2022-02-24 20_18_14-testresults.ods - LibreOffice Calc.png (54.03 KiB) Viewed 5319 times
Attachments
Belter-v6.8_ft 500.zip
(2.99 MiB) Downloaded 160 times
Flomz-v1.1_ft 500.zip
(3.7 MiB) Downloaded 146 times
Stevetrov_v1_st 500.zip
(3.26 MiB) Downloaded 112 times
empty.zip
(4.02 MiB) Downloaded 112 times
results.csv
(1.49 KiB) Downloaded 94 times
Results.zip
(6.95 MiB) Downloaded 95 times
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

How stable are the timing numbers?
- as using a savegame with full smelters, it should be consistent withing the cycle (144 ticks)
- so how much is the noise?
1st .. 25th cycle
- I took the verbose timing data of my BP (Belter v6.80) and using the first 25 cycles created an animation
- Using avg of 5 runs, same 1st ... 25th 144 cycles (so 25*144 = 3600 ticks)
- ignore the title left there by accident
Time144-Anim.gif
Time144-Anim.gif (1.91 MiB) Viewed 5308 times
1st .. 25th cycle averaged
- Another animation: lets average it, not just show
- 1st frame is identical, last 25th frame is the avg of the 25
- ignore the title left there by accident
Time144Avg-Anim.gif
Time144Avg-Anim.gif (1.75 MiB) Viewed 5308 times
Compared ot the big avg
- The 5 x 25 avg below is identical to the "big" avg (all runs, all cycles, 25.000 ticks):
- title is proper
Time144-AllAvg.png
Time144-AllAvg.png (99.58 KiB) Viewed 5308 times
Data attached. If you know an automated way to create such GIFs (I used screenshot from the same area and GIF generator..) let me know.
Attachments
B007 verbose.zip
(77.68 MiB) Downloaded 167 times
B007 verbose-BelterOnly-1-c25only.zip
(21.1 MiB) Downloaded 148 times
Last edited by Belter on Fri Feb 25, 2022 6:51 am, edited 1 time in total.
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

disentius wrote: Thu Feb 24, 2022 7:22 pm @Belter:
The point of 2 belts is to use one lane on each belt, that reduces computations for inserters a lot. also, you used 2 infinitychests per input. this gives 500 more active antities to deal with.:)

(If you want to know more, find "UPS wars" on this forum)
Well, looks there is some history here, let me check it out... I appreciate your comments as going to the same direction I'd like to go.
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by flame_Sla »

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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by disentius »

@flame_Sla:
1. /editor
2. Remove all entities
3. fill with lab tiles
2. /Cheat all
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

disentius wrote: Thu Feb 24, 2022 7:22 pm Stevetrov's build beats every other one, when properly setup and tested.[/h]
Ran your saves, Stevetrov is +1.5% in this setup on my computer, will add DaveMcW's BP on the weekend.

Results:
B008 results.csv
(3.58 KiB) Downloaded 138 times
Attachments
B008-UPS.png
B008-UPS.png (80.91 KiB) Viewed 5231 times
B008-Times.png
B008-Times.png (55.65 KiB) Viewed 5231 times
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by flame_Sla »

use mining drills, this is the best option
2022-02-25 16-53-06.mp4
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

flame_Sla wrote: Fri Feb 25, 2022 9:58 am use mining drills, this is the best option
2022-02-25 16-53-06.mp4
I'll test this - unless you have some numbers / saves to show with the parameters discussed above.
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Re: UPS optimized 12-beacon smelting - w/minimal circuits

Post by Belter »

Well, switching to mining drills gives the opportunity to DI drill->smelter. Let's agree that for here at least the ore should come in belts, outside of the smelting area, produced by whatever # or drills w/2000% prod bonus (so one drill can fill half belt, matching late game setups).
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