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[1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Posted: Mon Dec 28, 2020 8:09 pm
by Adrenalex
Hello,

Whenever I place a Rail or Chain signal on the map, whether it is connected to my primary rail grid or not my UPS tanks. One signal will easily take me below 40 UPS. Place a row of signals and I can go below 20. Build an intersection with bots and my computer practically melts for a few seconds.

Here is the save file from a Google Drive: https://drive.google.com/file/d/1DUY6D1 ... sp=sharing

I have 2 mods active: LTN & Infinite Resources

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Posted: Mon Dec 28, 2020 8:12 pm
by Loewchen
See 68653.

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Posted: Mon Dec 28, 2020 8:44 pm
by Adrenalex
My apologies I've included two screenshots. 1 of normal performance and the 2nd with the significant performance drop issue.
Screen 1.PNG
Screen 1.PNG (10.3 MiB) Viewed 2585 times
Screen 2.PNG
Screen 2.PNG (10.77 MiB) Viewed 2585 times
Even worse when I deconstructing them all at once:
Big UPS Ooof.PNG
Big UPS Ooof.PNG (464.91 KiB) Viewed 2583 times

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Posted: Mon Dec 28, 2020 11:45 pm
by Adrenalex
I figured it out. I was missing a rail piece in one of my copper mines which caused 10 different trains to have a "no path" error. Everytime I placed a track they were trying to see if they could path again. Once I fixed the rail piece so they could path, the issue I experienced with signals disappeared.

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Posted: Tue Dec 29, 2020 6:38 pm
by boskid
Duplicate of Not a bug 49892 83347.

Unfortunately when rails or signals are created or destroyed, there are many cases that may invalidate some train paths or make some trains to now have a path so they have to be checked and this causes increased update time.

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Posted: Tue Dec 29, 2020 8:39 pm
by Jap2.0
boskid wrote: Tue Dec 29, 2020 6:38 pm Unfortunately when rails or signals are created or destroyed, there are many cases that may invalidate some train paths or make some trains to now have a path so they have to be checked and this causes increased update time.
Is it intended that this shows up under both train pathfinder and entity update? I guess I could see either, I'm kind of surprised it's both though.

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Posted: Tue Dec 29, 2020 8:57 pm
by boskid
Jap2.0 wrote: Tue Dec 29, 2020 8:39 pmIs it intended that this shows up under both train pathfinder and entity update? I guess I could see either, I'm kind of surprised it's both though.
Nothing unusual. Rail signals were placed by construction bots which happens during entity update, and placing signals causes immediate repath events or path revalidations for some trains.

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Posted: Wed Dec 30, 2020 3:30 am
by Jap2.0
boskid wrote: Tue Dec 29, 2020 8:57 pm Nothing unusual. Rail signals were placed by construction bots which happens during entity update, and placing signals causes immediate repath events or path revalidations for some trains.
I guess it makes sense from a technical perspective, I'm not really sure how else it would work. I was probably just expecting it to all add up to the total, so that might've thrown me for a loop. Anyway, thanks for the answer.