[StrangePan][2.0.21] SegmentedUnit very high CPU usage
[StrangePan][2.0.21] SegmentedUnit very high CPU usage
SegmentedUnit at 1ms/tick for me. Asked someone else, they don't have it at all. I think it's some bug. Attaching a save.
https://drive.google.com/file/d/1j8RVHl ... sp=sharing
https://drive.google.com/file/d/1j8RVHl ... sp=sharing
Re: [2.0.21] SegmentedUnit very high CPU usage
Although I'm not sure exactly, I think it has something to do with the demolishers on Vulcanus. After loading a few saves, the entities labeled as SegmentedUnit and SmokeWIthTrigger only appear after landing on Vulcanus. Loading in new demolisher territories, these values increase very fast.
Before loading new chunks, SegmentedUnit was using 1.1 ms and SmokeWithTrigger using 0.37 ms.
And After loading new chunks, SegmentedUnit shot up to 3.7 ms and SmokeWithTrigger at 1.22 ms.
After running this kill all command,
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
entity.destroy()
end
The usage dropped nearly down to zero. Although, SegmentedUnit is still at 0.42 ms because I don't think the command kills demolishers that are in unloaded chunks. In the screenshot, you can see spaces where there's still territories.
I do believe this is a bug as it's pretty unreasonable for demolishers to be using this much processing power just to roam around in their territories.
Before loading new chunks, SegmentedUnit was using 1.1 ms and SmokeWithTrigger using 0.37 ms.
And After loading new chunks, SegmentedUnit shot up to 3.7 ms and SmokeWithTrigger at 1.22 ms.
After running this kill all command,
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
entity.destroy()
end
The usage dropped nearly down to zero. Although, SegmentedUnit is still at 0.42 ms because I don't think the command kills demolishers that are in unloaded chunks. In the screenshot, you can see spaces where there's still territories.
I do believe this is a bug as it's pretty unreasonable for demolishers to be using this much processing power just to roam around in their territories.
Last edited by CodeNyuu on Tue Nov 26, 2024 7:07 am, edited 1 time in total.
Re: [2.0.21] SegmentedUnit very high CPU usage
Yes, it is due to demolishers, that's why I have a mod that kills them, as a workaround to this problem. I should have been clearer, sorry.
Code: Select all
local big_demolisher = data.raw["segmented-unit"]["big-demolisher"]
local medium_demolisher = data.raw["segmented-unit"]["medium-demolisher"]
local small_demolisher = data.raw["segmented-unit"]["small-demolisher"]
big_demolisher.max_health = 1
big_demolisher.healing_per_tick = -1
medium_demolisher.max_health = 1
medium_demolisher.healing_per_tick = -1
small_demolisher.max_health = 1
small_demolisher.healing_per_tick = -1
Re: [2.0.21] SegmentedUnit very high CPU usage
Demolishers are segmented units.
If you want to get ahold of me I'm almost always on Discord.
-
- Burner Inserter
- Posts: 10
- Joined: Wed Jun 29, 2016 2:15 pm
- Contact:
Re: [2.0.21] SegmentedUnit very high CPU usage
I'm also facing this problem. I have low FPS when connecting to a multiplayer server. FPS seems to tank when using lots of bots, but I also have 4ms SegmentedUnit and 1ms SmokeWithTrigger that's just constant. The menu says I have 153 segmented units active.
Can upload map if necessary. My friend who lives closer to the server is not having FPS issues but still sees the 4ms SegmentedUnit costs.
Can upload map if necessary. My friend who lives closer to the server is not having FPS issues but still sees the 4ms SegmentedUnit costs.
Re: [2.0.21] SegmentedUnit very high CPU usage
Once the fix for this one is live and your issue persists, make a new report following 68653 please.manishearth wrote: Thu Nov 28, 2024 6:54 pm I'm also facing this problem. I have low FPS when connecting to a multiplayer server. FPS seems to tank when using lots of bots, but I also have 4ms SegmentedUnit and 1ms SmokeWithTrigger that's just constant. The menu says I have 153 segmented units active.
Can upload map if necessary. My friend who lives closer to the server is not having FPS issues but still sees the 4ms SegmentedUnit costs.
-
- Burner Inserter
- Posts: 10
- Joined: Wed Jun 29, 2016 2:15 pm
- Contact:
Re: [2.0.21] SegmentedUnit very high CPU usage
Thank you! Will do; do you have an estimate on which release I should be waiting for?
-
- Burner Inserter
- Posts: 10
- Joined: Wed Jun 29, 2016 2:15 pm
- Contact:
Re: [2.0.21] SegmentedUnit very high CPU usage
Ah, I can just watch the release logs for issue 120275, that works, thanks!
Re: [2.0.21] SegmentedUnit very high CPU usage
same thing for me. wanted to make a thread but found this after looking up segmented unit.
I'm playing a game with an acquaintance.
We swap save files and host the saves on either computer, depending on who starts first.
Up until a few days back, either person could host the game without issue.
Now it's asymmetric.
If I'm hosting, he can play with no ups slowdown. He says his ups are at 60.
If he is hosting, the game that I can run at 56 ups drops down to 5.6 ups.
Save file:
https://drive.google.com/drive/folders/ ... eOYvxAMfDF
Screenshot with time usage attached.
Re: [2.0.21] SegmentedUnit very high CPU usage
We fixed the performance issue for us using this admin tool and hiding explored parts of the map. Segmented unit time use went from 6 ms to 0.09.
https://mods.factorio.com/mod/Delete-Ch ... rom=search
https://mods.factorio.com/mod/Delete-Ch ... rom=search
Re: [2.0.21] SegmentedUnit very high CPU usage
Looking forward to this fix - I was really surprised when I checked time usage and it had gone up a ton after exploring for a while on Volcanus. SegemntedUnit is taking up 2.5ms
-
- Manual Inserter
- Posts: 1
- Joined: Sat Dec 21, 2024 8:32 pm
- Contact:
Re: [2.0.21] SegmentedUnit very high CPU usage
as someone who never modded before, can you please explain how do i use this?Sopel wrote: Tue Nov 26, 2024 4:50 pm Yes, it is due to demolishers, that's why I have a mod that kills them, as a workaround to this problem. I should have been clearer, sorry.
Code: Select all
local big_demolisher = data.raw["segmented-unit"]["big-demolisher"] local medium_demolisher = data.raw["segmented-unit"]["medium-demolisher"] local small_demolisher = data.raw["segmented-unit"]["small-demolisher"] big_demolisher.max_health = 1 big_demolisher.healing_per_tick = -1 medium_demolisher.max_health = 1 medium_demolisher.healing_per_tick = -1 small_demolisher.max_health = 1 small_demolisher.healing_per_tick = -1
Re: [2.0.21] SegmentedUnit very high CPU usage
you need to make a data-stage modEnginenilla wrote: Sat Dec 21, 2024 8:35 pmas someone who never modded before, can you please explain how do i use this?Sopel wrote: Tue Nov 26, 2024 4:50 pm Yes, it is due to demolishers, that's why I have a mod that kills them, as a workaround to this problem. I should have been clearer, sorry.
Code: Select all
local big_demolisher = data.raw["segmented-unit"]["big-demolisher"] local medium_demolisher = data.raw["segmented-unit"]["medium-demolisher"] local small_demolisher = data.raw["segmented-unit"]["small-demolisher"] big_demolisher.max_health = 1 big_demolisher.healing_per_tick = -1 medium_demolisher.max_health = 1 medium_demolisher.healing_per_tick = -1 small_demolisher.max_health = 1 small_demolisher.healing_per_tick = -1