Factorio Ultra Compact Blue Sci Production |
- Ultra Compact Blue Sci Production
- Some notes on UPS
- When you're allergic to trains but still want access to crude oil... (blue line = pipe)
- Who could watch this for hours aswell ?
- Why energy shields and exoskeletons are important
- ProTip: Don't do a 4 lane Bobs & Angles mega-bus
- What funny factorio stories do you have?
- making my first megabase, any help on how to avoid this ?
- Here's my mainland after 50 hrs of playtime (idk how to take a proper screenshot)
- When does mining productivity research become inefficient
- Just got this game, this is my first factory capable of producing red and green science!! What tips/suggestions are there to make my factory better?
- Smelting plates, comparing builds B8 and B12 in different versions (belts, no clock)
- Vanilla tileable 1k spm train base, waiting for 1.1 to automate further!
- Should I use radars if I'm playing peaceful?
- What ever happened to the multi thread guy?
- Efficient, automatic nuclear fueling!
- Good oil planning tool?
Ultra Compact Blue Sci Production Posted: 13 Nov 2020 11:17 PM PST
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Posted: 14 Nov 2020 01:24 AM PST My map was starting to fall below 60 UPS as I ramped up to 3K spm, so I did some experimentation on how to improve it. First, taking a look at which update times contribute the most:
The total game update time is hovering between 15-17ms. All experiments start with the same starting state of my current save file. Experiment 1: Kill all the biters I used the "Kill all enemies" script from https://wiki.factorio.com/Console. This immediately dropped the Entity update time to between 4.8 and 5ms and the path finder never went above 0.0001ms. This change alone saved 5-6ms per update, which is huge for a budget of 16ms. Experiment 2: Turn off pollution I ran the "Completely turn off pollution" script from https://wiki.factorio.com/Console, but didn't notice any change to update timing. Experiment 3: Destroy my 100spm starter base This base had long been abandoned and wasn't really doing anything, but I decided to physically remove it from the map. This dropped transport line time to 3.5ms, Entity update time to 8.5ms, and Electric network time to .74ms. Overall a little over 1ms, so not too bad of savings. One other thing I'll note is that 99% of my power is nuclear generated (about 16 GW worth), and fluid + heat updates account for less than 0.3ms of time spent per update. Fluid accounts for 0.03ms of that and I have quite a bit of pipes all over the map, so I would say the current fluid implementation is very efficient. At this rate I could scale my current setup with nuclear power up to 10k spm and only have to spend 1ms on it per update. Given this, I can't help but feel that the UPS cost of nuclear is generally overestimated. It sure looks like it's only going to be a factor once well into the thousands of science per minute. For reference, my computer is a few years old and has an i7 8700 CPU. [link] [comments] | ||
When you're allergic to trains but still want access to crude oil... (blue line = pipe) Posted: 14 Nov 2020 03:44 AM PST
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Who could watch this for hours aswell ? Posted: 13 Nov 2020 12:12 PM PST
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Why energy shields and exoskeletons are important Posted: 13 Nov 2020 06:04 PM PST
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ProTip: Don't do a 4 lane Bobs & Angles mega-bus Posted: 14 Nov 2020 04:19 AM PST
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What funny factorio stories do you have? Posted: 14 Nov 2020 03:54 AM PST Mine is that I decided to set up a small radar outpost far from my base, I set up a quick roboport to construct the blueprint. After I completed it I picked my roboport back up, the thing is that almost all of the construction robots were still out and had wood from deconstructing the nearby forest. So they started pathfinding to the nearest roboport, far away at my base. I hopped in my car and went back to the base. When at the base I watched them on the map, and at one pint they passed a biter spawner and many died. I made sure to give them a grand entrance when they arrived at the base. [link] [comments] | ||
making my first megabase, any help on how to avoid this ? Posted: 14 Nov 2020 05:58 AM PST
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Here's my mainland after 50 hrs of playtime (idk how to take a proper screenshot) Posted: 14 Nov 2020 06:05 AM PST
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When does mining productivity research become inefficient Posted: 14 Nov 2020 12:35 AM PST I know it depends on how many miners you have but is there a general rule of when it's likely on most default maps further research becomes inefficient. What's the max level you go for? [link] [comments] | ||
Posted: 13 Nov 2020 07:59 PM PST
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Smelting plates, comparing builds B8 and B12 in different versions (belts, no clock) Posted: 14 Nov 2020 12:18 AM PST
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Vanilla tileable 1k spm train base, waiting for 1.1 to automate further! Posted: 14 Nov 2020 08:06 AM PST
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Should I use radars if I'm playing peaceful? Posted: 14 Nov 2020 07:06 AM PST | ||
What ever happened to the multi thread guy? Posted: 13 Nov 2020 12:19 PM PST There was a thread on here some time ago where a user had re written the game engine to take advantage of multi threading, and noted a performance uplift in his specific scenario. I seemed to recall there was some developer interest in this, but I can't relocate said discussion. Did anything ever come of it? [link] [comments] | ||
Efficient, automatic nuclear fueling! Posted: 13 Nov 2020 08:57 PM PST
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Posted: 14 Nov 2020 12:47 AM PST Looking for a factorio calculator that lets you plan out oil, specifically cracking with beacons and modules. I have been doing it by hand but theres so many steps I dont trust myself doing it perfectly and its tedious. Every calculator I use for other ratios doesnt work well with oil at least if you plan to use cracking. [link] [comments] |
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