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https://steamcommunity.com/sharedfiles/filedetails/?id=2194979850
Hope it helps anyone!
First image: https://1drv.ms/u/s!Au3GsmKyQkDYjL4Ie8Yrd46ByY2f_w?e=G4B41r
Shows the two pawns working differing drills: WB: 0.138ms and Vanilla Drill: 0.042ms. So whilst the wide boy does appear to perform slightly less well then the vanilla drill (a factor of 3) it is not even close to the times you had previously associated with them.
Also in the grand scheme of things, both of the above times are relatively insignificant in comparison to anything that would be effecting to game performance. Here is an image below showing the relative impact of the mining jobs in comparison to others:
https://1drv.ms/u/s!Au3GsmKyQkDYjL4HfpGKseBba_Edeg?e=4JT5id
So I can't see at this stage why you would have associated times of approx 140ms for the Wide Boy use.
Dub's Performance Analyzer.
I believe I primarily looked at Selection for the pawn working the drill
That's where it seemed the most visible to me
What metric and tool are you using to get your numbers.
Anyway, for now;
Vanilla Deep Drill: 2 - 7 ms
Wide Boy: 140 - 143 ms
So a massive difference
Can you provide numbers? But more importantly can you provide numbers in comparison to the vanilla deep drill. A lot of the processing that the wide boy uses plug's into the same code or is similar to code that the deep drill uses.
Do you have any other mods that effect deep drill behaviour?
The previous analysis that i did about this very issue demonstrated that the performance effects of the wide boy were on a par with that of a deep drill.
I'm willing to look at performance issues, and potentially dive into the vanilla code to see if that in itself is problematic to see if anything can be done to optimise some of those elements. But first and foremost best to understand that nothing else is effecting these things.
Reinstated MP compatibility
Please see this demo: https://www.youtube.com/watch?v=F3Ipaq91b2M
Shows a comparable performance with the regular vanilla deep drill for deposits that overlap the drilling area. That again "doesn't" show a significant slow down in speed. If anything the numbers are similar to the previous demos where deposits weren't overlapping. Which makes sense to me knowing how deep drills operate in the code, otherwise you'd expect a similar problem with the normal vanilla drill for these cases.
(Again note for this demo: this is at speed 3, with a significant established base also ticking on the same map and includes a modded ore as part of the demo).
Anyway thanks for the reply.
just in case the 2 ores were steel and dark iron (from rimcraft metals)
Worth pointing out that the tests where performed on large established base with late game tech and development with a number of pawns active.
This with a reasonable compliment of mods, but not too significant as some players like to use.
Please note two comparison videos that demo the Wideboy on speed 3. One is in a busy area and the other in a more quieter area which also includes a vanilla deep drill comparison.
https://www.youtube.com/watch?v=au5pUmbBilg
https://www.youtube.com/watch?v=hH79tWZq0Ww
Neither videos show a "considerable" drop in performance and certainly not to the levels you may be experiencing. It also shows the deep drill as comparable to the Wideboy.
Harmony dependency and correction to double yielded resources.
And the funny thing is, my game actually loads faster without BetterLoading.
I see the same, works fine without the Betterloading mod installed.
There has been some changes to the deep resources mechanics, in that they are generated more dynamically from the use of the scanner, rather than a part of map generation.
But i don't think there is medieval tech for accessing the deep resources or finding them. Nor is there a work process for finding surfaces ores. Or the "Wide Boy" deep drill. Or the ability to tweak the resource settings.
So overall, not really at all. Unless I missed something here?