Re: Performance optimization - post your saves
Posted: Thu May 01, 2025 6:58 pm
IDK how this works but it works
www.factorio.com
https://test.forums.factorio.com/
I don't see any performance issues with your save.
Not much as you've simply built very large and at some point it will always be more than a computer can handle, but using spidertrons as turrets isn't a great idea.perptual_kllr wrote: Sat Oct 25, 2025 5:09 am https://drive.google.com/file/d/1GnfYbt ... drive_link
Came back to this one after a hiatus and it's getting 20-40 UPS. Anything I can do to get it back to 60?
- 5800x3D and a 3070
Thank you for taking a look, I really appreciate it. I can probably ditch 95% of the Spidertron defenses. I also noticed that all my LDS and circuits on Nauvis are coming from assemblers. I'm sure I can get the same output (or more) with fewer machines.Rseding91 wrote: Sat Oct 25, 2025 8:21 amNot much as you've simply built very large and at some point it will always be more than a computer can handle, but using spidertrons as turrets isn't a great idea.perptual_kllr wrote: Sat Oct 25, 2025 5:09 am https://drive.google.com/file/d/1GnfYbt ... drive_link
Came back to this one after a hiatus and it's getting 20-40 UPS. Anything I can do to get it back to 60?
- 5800x3D and a 3070
I have this sometimes too and most likely it's because of something is going on in the background, like Windows update, Defender scan or backup. If you're playing on a laptop, it's also possible that your PROCHOT Value is temporarily set down by your BIOS, a reboot fixes that most times. You can use Throttlestop to check the values.perptual_kllr wrote: Sat Oct 25, 2025 1:44 pm That being said, today the same save is back to 55-60 UPS. Perhaps my PC was just having a bad day?
Isn't it possible to make so biters cache calls instead of trying to act on them constantly? Limit how much biters can cause of lag?Rseding91 wrote: Thu Jan 15, 2026 1:22 pm I looked at the grave save last night and it’s simply a matter of numbers. The mod is killing *so many* nests so quickly that the time spent is in sending lua damage events and death events and in attempting to call for aid around the nexts (bring biters near to attack whoever attacked it).
I don’t see anything there to improve on. It’s simple a case of mods asking for crazy numbers of things to happen and when they do it takes time to do them.
The lag when removing the glave is on the mod side where it’s re-linking all of the bits of the multi-entity setup but it has so many to do and does so many per tick that it lags.
The call-for-help accounts for 15% of the time with the find-what-to-kill and send-damage-events and actually-die logic taking the rest.AutoChaos wrote: Thu Jan 15, 2026 3:55 pm Isn't it possible to make so biters cache calls instead of trying to act on them constantly? Limit how much biters can cause of lag?
Even one singular medium glave will cause drops, and it's not really killing all that much at once.
The ships save the majority of the time (78%) is spent executing standard mod lua code in space exploration. Things like iterating tables, indexing/erasing from tables, lua garbage collection and so on. The remaining time is spent on the engine side doing the actual clone of the ship from space to the planet.
I see. Are there any plans to try to reduce the lag when you kill a lot of biters?Rseding91 wrote: Sat Jan 17, 2026 4:46 pmThe ships save the majority of the time (78%) is spent executing standard mod lua code in space exploration. Things like iterating tables, indexing/erasing from tables, lua garbage collection and so on. The remaining time is spent on the engine side doing the actual clone of the ship from space to the planet.
So you'll need to contact the space exploration mod author to rework what ever it's doing during the landing/takeoff process to see any significant improvements.
There's nothing to do about improving killing that many biters at once. The engine spends a tiny amount of time for each thing killed and the mod is simply killing a crazy amount of things very quickly. The time is spent in Lua code which the mods have requested happen and so the game has to send the events. If the mod wants to make it perform faster - don't kill the biters/nests but instead just destroy them instantly (which will leave no corpse and not generate any death particles/animation/event).AutoChaos wrote: Mon Jan 19, 2026 4:30 pm I see. Are there any plans to try to reduce the lag when you kill a lot of biters?
What about the game freezes when placing a large number of tiles at once?
Also, is there a way I can run debug mode myself to see what function calls cause the lag?