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Edit: https://www.factorio.com/blog/post/fff-274
Yup they updated it in 2018 which is 5 years ago. They mention performance improvement on it as well.
Also in the Space Exploration mod I was pumping various new power plants with new pumps that reaches 10000 or 20 000 fluid per second and I needed 4 of them. I had to have about 20+ normal pumps to even supply the water for it.
I also used the same system to pump oil from sources outside of my base.
It did not really affect my UPS at all and majority of my base is still producing stuff. Specially fluids because I was pumping them into barrels to send to space.
This constant too because I use up those barrels of petroleum all the time.
Space Exploration is a good mod to check this on but on normal mode you'll need to explore A LOT and I mean A LOT in order to get sluggish performance from the map coverage.
We're talking about zooming out to max level and explore all of that area.
Whatever your pollution reaches will not be an issue.
The things I mention are the only real stuff that is going to affect the performance. Other than exploring your map to the very edges. Because yes that'll cause problems but just avoid doing that.
When I've had FPS issues in Factorio those are the things I need to look over in order to improve it.
I brought up the building that removes pollution as an example of how it does nothing to performance. You can let it be smog city and it won't be a problem. I didn't bring it up so he can use it.
All I could find was that they ran into problems and decided to back out of the new fluidbox algorithm. There was some fluidbox optimization that did release with the 0.17 patch.
Source: https://www.factorio.com/blog/post/fff-283
Edit: Forget to link to the blog.
Loaders get a bad rep for basically two reasons:
It's not so much the number of items that matter as the number of inventories connected into one logistics network and the number of inventory grid cells to scan through to find those items.
If you have a logistics network with hundreds of logistics warehouses with hundreds of inventory slots each, that are all jam-packed with nothing but billions upon billions of iron ore, then finding a provider chest from which an order can be created to pull ore is trivial.
Meanwhile, if you have that same scale of network and warehouses and have one a single satellite stored that needs retrieval, then if you're in bad luck it's at the very, very. very end of a linear table-scan.
Factorissimo eats approximately as much UPS as anything that uses multiple surfaces. Space Exploration included. It's just that you're prone to scaling up the number of surfaces in use much faster with slapping down 20 or so factory halls, than you are likely to rocket yourself to 20 different planets to settle.
It's not the amount of items that matters. It's the size (in number of slots) of the inventories that each inserter; loader; or bot has to scan through to find the correct item to pull out; to find the correct stack it can add an item on to; or find the first empty slot to create a new stack if no such stack could be found.
If you have a bucket and start filling it with water, It will eventually overflow.
When you say: I'm looking for a solution that fixes the problem... not workarounds...
Then I ask to you... how could you solve a bucket of 1 Liter overflowing?
Two solutions:
1-.You yourself stop the water flow and work within your 1 Liter Limit.
2-.Buy a BIGGER Bucket :)
Now, what happens if you Get a Bigger bucket (2 Liters let's say), if you start filling it with water, It will eventually overflow again.
Yes you have a bigger amount of contained water, but ultimately, You will be always limited to the physics in our world.
Same within the game.
1-. It's limited to how well optimized it is (how much space and resources uses to reach the same results)
But at the end, resources are limited, so that means you will always get to a point where the you spend all your computer resources (computing capacity)
And Factorio has a reputation of being well optimized.
2-. It's limited by your computer capacity(your bucket/capacity)
Optimizing it's not infinite. There is a max optimization that can be reached.
And computer capacity its also finite.
So when people tells you... there is no solution. They mean. Either you get a BIGGER Bucket or Limit yourself.
Devs will try to optimize the game but optimization has a limit. (You can not create anything out of nowhere, well optimized means it will use full amount of your computer resources to create something equal in capacity with no lose, but they cannot magically increase your computers UPS out of nowhere)
And so, we now know that's impossible. It would be like saying, I want to download a program that increases the cycles of my CPU, or increases the size of my Ram.
No program can do that, you either limit and optimize the resources with no lose (like fitting many objects of different sizes and shapes in a box without leaving empty spaces) and/or increase the capacity of the box.
2. Buy a CPU with more L3 cache size
4. You compress the water inside the bucket so more fits in.
5. You apply an abosrtive material to the bucket so it can hold more inside without spilling out.
6. Apply gravitonal anomaly to increase the capacity of the bucket.
7. Use dark magic and ask the Yearning One to make the water smaller.
Now when i meant workaround, you kind of missed the point with your example as its too simple to see the problem.
A better example would be the old wolf, goat and cabbage problem.
The workaround way is the classic solution to the problem:
The wolf does not eat cabbage, so the crossing can start with the goat.
The man leaves the goat and returns, puts the cabbage in the boat and takes it across. On the other bank, he leaves the cabbage but takes the goat.
He leaves the goat on the first bank and takes the wolf across. He leaves the cabbage with the wolf and rows back alone.
He takes the goat across. The wolf does not eat cabbage, so the crossing can start with the goat.
The man leaves the goat and returns, puts the cabbage in the boat and takes it across. On the other bank, he leaves the cabbage but takes the goat.
He leaves the goat on the first bank and takes the wolf across. He leaves the cabbage with the wolf and rows back alone.
He takes the goat across.
What i ask for is a non-workaround way to do it. Which could be:
- Segmenting the boat so you can move all them together without each reaching the other.
- Modifying the goat so it doesnt eat the cabagge and is no longer seen as food for the wolf.
- Increasing the capacity of the boat so the wolf and the cabagge can be moved at the same time.
- Removing the boat and just making each swim to the other side.
- Deleting the wolf as there are better alternatives that dont eat goats.
- Perform a surgery on the old man so hes now a superior being who can carry all together to the other side in the same boat without any problems.
On a sidenote, how do you guys keep ignoring that i even marked the thread answer a discussion with someone else stating that i really did hoped for a kind of miracle solution like those skyrim mods where someone shaves off pebbles from the map to increase FPS.
when in fact this is a game which has far fewer UPS problems than other games that similarly do not impose building limitations on the player
any game that does not limit the amount the player can build will eventually run up against the hardware limitations of the user's machine, and the software limitations of the operating system/drivers/programming language etc - even if its own code is as perfect as it could possibly be
and this game has received some serious optimisation attention by the developers - and so it will run on a potato and still be playable to a factory size large enough to launch a rocket - while also being extremely scalable based on the power of each player's system
and you do appear to have understood and accepted that with the post that you marked as the answer
now it's not unlikely that there is still room for further performance enhancements by the devs - which may come when they release their upcoming Expansion - since i expect they will have put any significant optimization projects which would require significant engine rewrites into that bucket - rather than rip apart the code of their flagship (and only) game while it is fully released and complete, and able to run to rocket launch on the relatively weak Nintendo Switch - as well as on my previously alluded to i3, 4GB, integrated graphics potato laptop
but any optimisation changes that they may be planning would almost certainly not be possible by traditional mods, and no one has (afaik) seen it necessary to try hacking the executable part of the game with drop in dlls, since as mentioned the engine does not have bugs that require fixing that way, is massively optimised, and the modding system gives access to pretty much every aspect of every game feature - with more added when modders or the devs notice things they want are missing
i would say that the only kind of mod that might "help" the way you want might be one that removes all rocks or trees etc - but i am not sure if that would improve UPS - and is probably achievable using the map customisation, and so would not need a mod
also.....
i think your comparison with Skyrim ruffled some feathers because that game and its developer's apparent attitude to polish and bug fixing is pretty much the antithesis of what we have seen with Factorio
don't misunderstand - i am a fan of Skyrim, and of Fallout 4 - but both of those games still suffer from severe engine bugs to this day - with Fallout 4 requiring third party executable code to prevent the loading time being tied to the frame rate - and both games have entire patch projects to fix thousands of bugs, many of which can be game breaking
and that is a massive publisher with maybe hundreds of millions of dollars
whereas this tiny company with one game has polished their game so hard that it requires no mods to "fix" it - and has sensational performance
so it was not a great comparison
so anyway - it appears you have accepted that you were looking for something essentially impossible - which would only be possible for a game which had been less well tended by its makers
however - maybe you will find some extra UPS improvements for your megabases on your current hardware following the engine updates that will accompany the Expansion
4-. Compression is another name for optimization, is finite. You can not compress something until you have nothing. And to do so you also have to put more energy (resources into it) to compress something. (That's entropy working, there's always a lose)
Also you can not compress and decompress resources during the game, That means another process to calculate.
5-. Applying an absorbing material (akka another container )means putting more resources into it, the same you would do on a computer. And the absorbing material will have the volume of the water plus the material, so you will have a bucket overflowing faster, This makes the issue worse than helping. If the absorbing material is outside the bucket that means you are putting an extra container. (Extra CPU, Extra Ram). Factorio is a software, It can not physically put more than it is, a software, the limit is reaching the 100% optimization. You will still have UPS problems too if you exceed the limit.
6-. Even blackholes collapse (evaporates, they are finite), the most compact you can get is nuclear fusion and the energy is meaningless in that state (Entropy again), There is no potential energy. In that system. Unless you increase the boundaries of the system and let the energy balance itself against another system (Again, more need for space and the resources of a black hole)
Mate, you are trying to defy physics, and Physics do work, your computer is bound to that.