Hello everyone,
I was playing a modded save and everything was running smoothly until I needed to explore, to get some plants for angels mods.
However, when I had to go through some enemy bases, I tried to exterminate some biters (below me in the modded save file) and noticed that I get long (up to a minute) unresponsiveness from the game, when placing any objects like turrets or chests close to the biter nests. However, they don't show up in the time analysis (Rampant is a little high, but nowhere close to the actual time it took to place the entity).
So, as I am running with quite a few mods I tried removing them to fix the issue, however, that did not improve the situation. After removing/deactivating all mods and venturing out a bit to find some vanilla biters (second save file) the same issue still persists (can a mod "corrupt" vanilla items to be problematic even after removing a mod?). Even in the timings-screencap after placing a chest (and waiting a while for the game to be responsive again) you can see update taking a whole 333ms on average, but all the sub-points are at (close to) zero.
I am kinda sad to see that save (likely) gone (30 hours of time), but I am not averse to restarting, if the issue can be solved (and if necessary I will just play without biters, but I like them).
Just for completeness:
- What did you do?
Started clearing a base, but there are severe lag spikes when placing a building (turret/chest) next to an enemy base. Also happens, when a turret dies close to a base.
- What happened?
See above.
- What did you expect to happen instead? It might be obvious to you, but do it anyway!
As I am playing with mods, some slowdown is expected, however this is too much. Also, after removing all (offending) mods that the game is running perfectly again.
- Does it happen always, once, or sometimes?
Sometimes it does not spike, however, I think then the object is placed too far away from a base.
Mods should all be available on the portal (or not required for vanilla save).
The logs are attached, previous should be the one where I loaded the modded save, and current is the one where I loaded the vanilla save without mods.
PS: I increased movement speed of the player via console a bit, so you don't immediately die to biters, however that still happens if you are not careful. If necessary, I can resubmit savefiles with power armor and shields or something.
Best regards,
Elbe
[1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies
[1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies
- Attachments
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- lag_spikes_vanilla.zip
- (6.37 MiB) Downloaded 29 times
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- lag_spikes_modded3.zip
- (12.04 MiB) Downloaded 27 times
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- factorio-previous.log
- (465.88 KiB) Downloaded 24 times
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- factorio-current.log
- (5.35 KiB) Downloaded 27 times
Re: [1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies
It looks like a mod set extremely high friendly_base_influence_radius and enemy_building_influence_radius values of 15878. From what I can tell setting it back to the default value of 2 fixes the lag spikes in the vanilla save. I didn't test the modded save.
/c game.map_settings.enemy_expansion.friendly_base_influence_radius = 2
/c game.map_settings.enemy_expansion.enemy_building_influence_radius = 2
/c game.map_settings.enemy_expansion.friendly_base_influence_radius = 2
/c game.map_settings.enemy_expansion.enemy_building_influence_radius = 2
Re: [1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies
Thank you very much, this is indeed the problem and fixes things (also in the modded save). How did you find this out?
A quick look through all my mods told me that Natural Evolution Expansion is the culprit (or rather, the only mod that touches these values). To initialize it takes the current values and multiplies it with a factor, which is fine when creating a world, but it also gets reinitialized when changing the map-config, which I did a bit, to adjust evolution values. So I will make a thread there in the mod portal.
A quick look through all my mods told me that Natural Evolution Expansion is the culprit (or rather, the only mod that touches these values). To initialize it takes the current values and multiplies it with a factor, which is fine when creating a world, but it also gets reinitialized when changing the map-config, which I did a bit, to adjust evolution values. So I will make a thread there in the mod portal.
Re: [1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies
The lag spikes you were describing sounded similar to the lag I was getting when I was messing with these values. The developers provided more information about the performance implications of increasing these values here.
viewtopic.php?f=48&t=105316
viewtopic.php?f=48&t=105316