[2.0.60] Logistics Manager cratering my UPS with relatively few logibots
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[2.0.60] Logistics Manager cratering my UPS with relatively few logibots
I've attached my save for replication. I'm unsure if this is an issue with a mod I'm using or an issue with the logistics manager itself.
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Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
“relatively few logibots”somepersondontask wrote: Tue Jul 15, 2025 8:22 pm I've setup my Fulgora base in a way that it uses 3000 logistics bots

I find that performance goes down anytime there are more than 1000 Bots per network, or when bots are trying to pick up “1 item at a time” because they cannot find a Stack of items. It also scales poorly with more Logistic chests (more inventories to be evaluated).
From your screenshot, it looks like your Scrap Recyclers are directly feeding chests - this is almost guaranteed to only allow 1 item of each type at a time to be stacked before a bot is dispatched - wasting 3/4 of the bots carrying capacity, and thus requiring 4X as many bots for the same throughput!
Try pre-sorting the scrap output into specific Chests for each output type. Good Luck!
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
This is due to the usage of active provider chests and every single robot that takes items from the active provider chests trying to condense them into the same few sets of storage chests. The robot queue logic falls short in this scenario and the game tries too hard to find a "better" robot than simply waiting for one to be free.
I have an idea that might improve performance slightly but I'll have to experiment with it and see what side effects it has.
In the meantime, the underlying issue is you need more robots.
I have an idea that might improve performance slightly but I'll have to experiment with it and see what side effects it has.
In the meantime, the underlying issue is you need more robots.
If you want to get ahold of me I'm almost always on Discord.
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Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
There were idle logistics bots in the network when I took this screenshot. Not sure how many since I redid scrap handling but I don't think more bots would've solved the issue in this case.
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
Did you make any changes to the bots already? Didn't see anything about bots in the changelogs.Rseding91 wrote: Wed Jul 16, 2025 12:18 am
I have an idea that might improve performance slightly but I'll have to experiment with it and see what side effects it has.
But I might have encountered a side effect if you did. I need approx. 20% more bots in every production satellite to get the same job done as before. (I usually just add enough bots to get the job done to keep ups in check.) Checking the production stats I would say this started around two or three days ago.
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
I did. The total robots needed should not be any different, but the game will *use* more robots to get jobs done faster if they’re available.
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
It should, but it doesn't. When the to-do lists for bots were invented I was able to get down bots for my science complexes from 225 to 195.Rseding91 wrote: Fri Aug 01, 2025 11:46 am I did. The total robots needed should not be any different, but the game will *use* more robots to get jobs done faster if they’re available.
After the last changes I need 225 again. Same on the mining posts. It seems like the bots to-do lists are not working anymore.
The more bots instead of intelligent bots has another caveat: You summon too many bots for the nerfed roboports, my homebase looks like a giant charging place now just for building some of the basic stuff...
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
Any chance I get an answer to this or do we just let it go?
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
An answer for what?
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
Guess I should have used the word reply instead of answer

I described that the bots are behaving different since the last changes and you replied that the changes now just use more bots if available. In my bot networks that's not the case, I don't have more bots than needed, nevertheless they don't work as efficient like they did before the changes. My guess is that the to-do lists don't work anymore.
So, do you want to have a look into it or don't you see a problem and we let it go? (Guess we finally have a question to answer

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
The to-do list for logistic robots was disabled. The performance overhead of it scaled terribly (it's O(N)) and kept running into performance issues when players would build medium/small logsitic networks.
If you want to get ahold of me I'm almost always on Discord.
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Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
I'm sorry, what?Rseding91 wrote: Fri Aug 22, 2025 3:00 pm The performance overhead of it scaled terribly (it's O(N))
What's considered *good?* I figured a majority of the game's systems were O(N)!
You guys are deranged. Please continue to be.
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
O(N) is about the slowest acceptable complexity. Unless we control the upper bound - which we typically don’t - anything beyond it means the game quickly grinds to a halt.CaffeinatedCucumber wrote: Mon Aug 25, 2025 9:45 am I'm sorry, what?
What's considered *good?* I figured a majority of the game's systems were O(N)!
Log(N) is good, O(1) is great.
If you want to get ahold of me I'm almost always on Discord.