TFMG Thermal


This mod is a library for The factory must grow, containing all the code relevant to the thermal system. This mod can be used by other mods to implement thermal mechanics into the game.

Internal
a month ago
2.0 - 2.1
6.41K
Manufacturing Power

g Is this mode really CPU intensive?

a day ago

Hi, I'm checking the update time of my mods and this one is by far the most consuming one, all my entities across my 5 planets are consuming ~2ms update time, and this mod 2.5ms. Is the mod really this CPU intensive or have I done something that mod doesn't like?

Can I check if it is just a certain part of the mod that's lagging?

18 hours ago
(updated 18 hours ago)

Hi, I'm checking the update time of my mods and this one is by far the most consuming one, all my entities across my 5 planets are consuming ~2ms update time, and this mod 2.5ms. Is the mod really this CPU intensive or have I done something that mod doesn't like?

TFMG thermal is inherently a complex mod which interacts with potentially thousands of machines every tick, theres no universe where that wouldn't come at a price in performance. I've done my best to minimise that cost, but short of becoming a factorio dev, I can only do what the modding api allows me to do.

I did, however, design it with a maximum update quota setting, which limits how many entities the mod updates every tick. This sets an upper limit to the performance cost the mod has, in exchange for the simulation becoming less accurate.

One of the consequences of how this behaves is that the performance cost of the mod rises pretty steeply and then flatlines. So the mod looks very bad in small/medium bases.

If your UPS situation is pretty bad, then try lowering that quota. Just be aware that going too low may result in unpredictable behaviour.

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