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[0.16.51]Deconstructing larges areas of filled belts make UPS go way down
Posted: Tue Jan 15, 2019 3:29 pm
by drelnar
I am in the middle of refactoring my base to be ready for 0.17 and large areas need to be cleaned so i can rebuild them.
AS soon as i deconstructed alot the UPS goes way down, from 60 to 21, deconstructing more doesnt seem to make it worse
cancelling the deconstruction immediately restores UPS
No mods are being used
https://we.tl/t-3XmxNe5m0H for the savegame
Re: [0.16.51]Deconstructing larges areas of filled belts make UPS go way down
Posted: Wed Jan 16, 2019 4:36 am
by Rseding91
Thanks for the report. I managed to improve the logic that's running slow for 0.17 - it's still not amazing so I might try some other ideas.
In the meantime the main issue is running out of robots. If you had more robots to do the work you've asked of them it would actually take less CPU time trying to send robots to work on stuff

Re: [0.16.51]Deconstructing larges areas of filled belts make UPS go way down
Posted: Wed Jan 16, 2019 12:17 pm
by weaknespase
Well, only temporarily, until that said robots queue for the charging. Then it becomes even worse, and increasing number of roboports in attempt to make more charger ports also makes it worse, only lowering amount of bots actually helps (obviously). Was that the slow part?
Re: [0.16.51]Deconstructing larges areas of filled belts make UPS go way down
Posted: Wed Jan 16, 2019 4:38 pm
by drelnar
kinda yes, deconstruction starts, robots go to work until 0 remain, robots start charching might be part of the issue, UPS goes down tahts for sure
When constructing things its works perfectly fine with not enough drones, only when there arent enough drones for deconstructing its slows down, is it actually the recharging that triggers it ? il try to find some time tonight to play with it abit more
Re: [0.16.51]Deconstructing larges areas of filled belts make UPS go way down
Posted: Wed Jan 16, 2019 11:40 pm
by Rseding91
It's not the recharging. It's that you don't have any robots that can go work on deconstructing but the game keeps trying to find robots to send to deconstruct.
Once something is in-progress of being deconstructed the game keeps sending more robots if it has items in it that they need to remove first. That logic isn't rate-limited so you have 2000+ things being worked on that it checks each tick to try to send more robots - but you have none to send.