Disco Science


Science labs light up with the colours of the science packs they are consuming, instead of just blue.

Tweaks
27 days ago
0.17 - 2.0
220K

g huge ups drop

2 years ago

Extreme script load, disco science/nanobots
https://m45sci.xyz/u/fact/temp/m45f-1640743561.zip

2 years ago

Can you provide some more information? Is it a sudden drop? Does it have anything to do with the number of nanobots?

2 years ago

Hi. I'm seeing this too in a sandbox world using editor extensions. Note the script update time for "mod-DiscoScience" in this science array with 448 labs. https://imgur.com/0vLLobW

2 years ago
(updated 2 years ago)

This is definitely causing UPS drops... this is with 1.1 K labs. Good mod, but doesn't seem to work at scale currently...

https://i.imgur.com/kaawwGI.jpg

Disabled only this mod and lag gone...

2 years ago

I also can say my game is eating about the same. 0.4 UPS.
It's not breaking anything or lagging atm. But is eating alot for what it does? Labs off or on still 0.44 give or take.

2 years ago

Hey everyone, sorry for taking forever to reply.

What DiscoScience is doing is really not supported in a straightforward way by Factorio's modding API. I would love to just set the colour of each lab, or replace their animations, but at the moment the only way I was able to get the effect I wanted was to track all the labs, and to overlay extra graphics onto each one every frame. Unfortunately, this means that the cost scales linearly with a small but non-negligible constant factor.

The mod runs a lot better than it did when I first made it, but at the moment I don't think there's much more I can do to improve performance. I'd love to be proven wrong, but someone with better knowledge of the engine and API would have to take a look at it.

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