Performance optimization - post your saves

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VCS
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Re: Performance optimization - post your saves

Post by VCS »

IDK how this works but it works
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я не знаю як, але воно працює.zip
My save
(8.68 MiB) Downloaded 259 times
I`m Ukrainian player of Factorio
New on forum, tryin to make some big things and effective factory
Trying to help others too
Rseding91
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Re: Performance optimization - post your saves

Post by Rseding91 »

VCS wrote: Thu May 01, 2025 6:58 pm IDK how this works but it works
I don't see any performance issues with your save.
If you want to get ahold of me I'm almost always on Discord.
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Re: Performance optimization - post your saves

Post by DScoffers »

This is a big base, and I have loved every second building it.

1 million actual SPM of all sciences (22.8 million eSPM)

https://hidrive.ionos.com/lnk/Cnuv7j3E4
perptual_kllr
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Re: Performance optimization - post your saves

Post by perptual_kllr »

https://drive.google.com/file/d/1GnfYbt ... drive_link

Came back to this one after a hiatus and it's getting 20-40 UPS. Anything I can do to get it back to 60?
- 5800x3D and a 3070
Rseding91
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Re: Performance optimization - post your saves

Post by Rseding91 »

perptual_kllr wrote: Sat Oct 25, 2025 5:09 am https://drive.google.com/file/d/1GnfYbt ... drive_link

Came back to this one after a hiatus and it's getting 20-40 UPS. Anything I can do to get it back to 60?
- 5800x3D and a 3070
Not much as you've simply built very large and at some point it will always be more than a computer can handle, but using spidertrons as turrets isn't a great idea.
If you want to get ahold of me I'm almost always on Discord.
perptual_kllr
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Re: Performance optimization - post your saves

Post by perptual_kllr »

Rseding91 wrote: Sat Oct 25, 2025 8:21 am
perptual_kllr wrote: Sat Oct 25, 2025 5:09 am https://drive.google.com/file/d/1GnfYbt ... drive_link

Came back to this one after a hiatus and it's getting 20-40 UPS. Anything I can do to get it back to 60?
- 5800x3D and a 3070
Not much as you've simply built very large and at some point it will always be more than a computer can handle, but using spidertrons as turrets isn't a great idea.
Thank you for taking a look, I really appreciate it. I can probably ditch 95% of the Spidertron defenses. I also noticed that all my LDS and circuits on Nauvis are coming from assemblers. I'm sure I can get the same output (or more) with fewer machines.

That being said, today the same save is back to 55-60 UPS. Perhaps my PC was just having a bad day?
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Re: Performance optimization - post your saves

Post by Guenni7 »

perptual_kllr wrote: Sat Oct 25, 2025 1:44 pm That being said, today the same save is back to 55-60 UPS. Perhaps my PC was just having a bad day?
I have this sometimes too and most likely it's because of something is going on in the background, like Windows update, Defender scan or backup. If you're playing on a laptop, it's also possible that your PROCHOT Value is temporarily set down by your BIOS, a reboot fixes that most times. You can use Throttlestop to check the values.
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Re: Performance optimization - post your saves

Post by AutoChaos »

Both of these saves are synthetic, but also realistic. I'm running Space Exploration with a few other mods to provide an example of lag that happens while using a few of the provided features.
My system: 2k Resolution, 5070 mobile 8gb, ryzen 9 7845HX, 64gb ddr5 5200 (5600 but not XMR)

Glave Test.zip
(23.1 MiB) Downloaded 6 times
Energy Emmiter set to "auto glave" mode. A top-notch biter-destroying machine. The issue is, it's also top notch UPS saboteur.
In this save, you can test perfomance of just 1 uber strong glave (absurdly strong) and multiple weaker ones. Both are achievable in the normal game.
(Caldius orbit location)
Issues so far are:
- Breaking emmiter freezes the game for a while.
- While one strong Emitter is running in automatic glave mode, UPS falls to 30 on my system.
- Enabling multiple weaker beams causes the same issue. UPS falls to around 25
I suspect this is a related issue to artillery causing UPS drops.


Ship-Landing test.zip
(3.99 MiB) Downloaded 4 times
Spaceship landing causes stuttering and UPS drops.
(Nauvise, automatically landing "cargo" ships.)
- Ships landing and taking off lag the game somewhat.
I suspect this is related to when placing a lot of tiles, leading to major UPS drops. This example is achievable in a normal game, too. Normally, ships are even bigger.

It would be nice if you could take a look at as to why this happens and maybe, just maybe, these could get a fix. At least the beam not causing lag drops would be nice. It's also a valid sort-of-benchmark for SE devs.
Also comes with the current log.

As a bonus: Artillery spam.
Artillery Test.zip
(38.18 MiB) Downloaded 5 times
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factorio-current.log
(32.7 KiB) Downloaded 5 times
Rseding91
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Re: Performance optimization - post your saves

Post by Rseding91 »

I looked at the grave save last night and it’s simply a matter of numbers. The mod is killing *so many* nests so quickly that the time spent is in sending lua damage events and death events and in attempting to call for aid around the nexts (bring biters near to attack whoever attacked it).

I don’t see anything there to improve on. It’s simple a case of mods asking for crazy numbers of things to happen and when they do it takes time to do them.

The lag when removing the glave is on the mod side where it’s re-linking all of the bits of the multi-entity setup but it has so many to do and does so many per tick that it lags.
If you want to get ahold of me I'm almost always on Discord.
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Re: Performance optimization - post your saves

Post by AutoChaos »

Rseding91 wrote: Thu Jan 15, 2026 1:22 pm I looked at the grave save last night and it’s simply a matter of numbers. The mod is killing *so many* nests so quickly that the time spent is in sending lua damage events and death events and in attempting to call for aid around the nexts (bring biters near to attack whoever attacked it).

I don’t see anything there to improve on. It’s simple a case of mods asking for crazy numbers of things to happen and when they do it takes time to do them.

The lag when removing the glave is on the mod side where it’s re-linking all of the bits of the multi-entity setup but it has so many to do and does so many per tick that it lags.
Isn't it possible to make so biters cache calls instead of trying to act on them constantly? Limit how much biters can cause of lag?
Even one singular medium glave will cause drops and it's not really killing all that much at once.
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