Sparkletron's Terraformers


Add some spice to your next map. Explore oceans, new hexagonal worlds, or expand a modular base through regular diamond chokepoints

Content
3 years ago
1.0 - 1.1
986
Environment

g Loading Times

3 years ago
(updated 3 years ago)

hey this mod is really nice but when i have it active i have extremely long loading times ( not savegame loading, game loading )
if i delete it from the mod folder the game starts pretty fast ( with this mod and my other mods about 8 min, without this mod about 1 min )

3 years ago
(updated 3 years ago)

yea i can confirm , nice mod and idea but loading times kills it , i got 200+ mods and game was loading around 5 min and now with this its over 30 min

its even worse when i alt+tab out to do something else , i just did let it run for like 20 min and it was 4% when i check back , now i deleted it from mods folder and its fast again even when alt+tab and doing other stuff

3 years ago

Whoa. Sorry to hear this, I don't run many mods and it loads pretty fast, so it must have some negative interaction with some mods I don't run.

As I understand it, the game has an additional 'compile'-like step for the map generators at game launch. If they are too complicated it is sloooooow. Alone this mod shouldn't be that complicated, but combined with other things maybe it could be.

2 years ago
(updated 2 years ago)

The reason the load times increase is because by default Factorio diffs the entire data.raw for every mod to determine prototype history, and these terraformers add approximately 200 or so megabytes to that total. So after this mod loads, every other mod has to diff a massive amount of data.

See https://forums.factorio.com/viewtopic.php?f=28&t=88218&p=507721 for more details

I got the loading time reduced in my personal modpack by moving data.lua to data-final-fixes.lua and adding an optional dependency (to control mod loading order) on every other mod in my modpack. Adding a z- to the beginning of the mod name as Rseding suggested won't work in larger mod packs since mods are first ordered by their dependencies before their names. What might be the best way to do this is depending on some hack like https://mods.factorio.com/mod/data_final_final_i_swear or similar. (This example adds optional dependencies for every mod uploaded to the mod portal, ensuring you'll be last. Although, you will need to ask that dev to be excluded or you'll have a circular dependency since this mod is already included in that list.

Or, if you don't care about prototype histories in tooltips, and more importantly having mod settings grouped by mod name, you can edit config.ini to disable prototype history. The game will load much much faster, but you lose the aforementioned features

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