Transport Drones

by Klonan

Adds transport drones and transport depots

Content
11 months ago
0.18 - 1.1
77.4K
Logistics

g 'Path finder' performance for one big network vs. multiple smaller networks?

4 years ago
(updated 4 years ago)

Hi, I have 3250 depots with roughly 25k trucks and Path finder is taking 16-20 ms from updates under show-time-usage debug mode (entitiy updates is around 5) so the UPS is 30-40.

I wonder if I were to split the network into multiple smaller ones that I could get more performance out of it? Does that make sense or will I run into the same limit?

I also still have this issue of trucks just taking forever to leave/enter depots: https://i.imgur.com/wX56eZW.pngwdw

They go to the nearest depots and just sit there even though the depots are full and never touch the further away depots:
https://i.imgur.com/TALsNRT.png

This doesn't happen on small separate networks.

4 years ago

The size of the network doesn't really matter, it is all about how long the paths are

Longer paths take longer to calculate, so use more pathfinder time

So if using smaller networks will make the drones take smaller paths, it will help.

the 'sitting there doing nothing' is the just waiting for the pathfinder to give them a path

4 years ago

Yeah I am having the same issue with pathfinder killing my ups. I thought it would be cool to have a city block layout with transport drones so they have access to everywhere. At about 1.4k spm and it started to chug but i believe I have about 10-15k transport drones and a boatload of supply depots. I was afraid my old pc couldnt keep up but it was worth a try. Time to make maybe a rail world base with a smaller transport network. I fricken love the mod. Makes it super easy to supply anywhere.

4 years ago

If you can provide your save game I can look at optimizing things (both mod and engine wise)

4 years ago

Only if you don't make fun of it... :) It was a test and was using Nilaus's City blocks with roads.... and using some of his bp's for factorion extended because I decided to do a space x and test it. Not sure where to upload the file to though... still a complete newb :)

4 years ago
(updated 4 years ago)

There's no way around UPS issues with increased number of trucks it seems. Whatever I tried. Unless Klonan can do some magic.

What worked for me is to edit the mod, adding additional levels of Transport drone stack capacity tech up to 39 so trucks can haul 40 stacks and I forced them to only haul if they can haul their full capacity. And I put only 1 truck into each depots (that took a few hours to do so, wish blueprints would also copy and autoinsert trucks). So now I have ~3k trucks instead of 25k and I'm back up to 60/60 instead of 30-40 UPS and there's no waiting. Had to also reduce some rarer item stack sizes (barrels, endgame fuels, Krastorio 2 matter cubes, etc.) to make it work. And also tripled Supply Depot capacity as well.

My goal is a gigabase with 1 million rockets and I'm married to this mod so kind of have to cheat my way out of UPS-death. Especially since I'm way early.

4 years ago

https://drive.google.com/open?id=1TqTjF0UAj2JnT4m8YfNZybhKV7pphr6F

Here is a link to my crappy save file :). Still learning as I go. Like to not create a new game and save over my 200 hour train base save. I felt it was almost complete so started a new game... forgot to save the game in anything other than an autosave.... The game should put each different save with its autosaves into a different directory for each save game... I felt like crying and was completely happy (almost) with it...

4 years ago

Thanks for the save game,

I managed to find a really good optimization using your save game. There was an internal flag to force paths to complete when work is started, instead of spreading it over over several ticks. Enabling that flag for the drones resulting in the client queue dropping to 0, and pathfinder workload dropping significantly:

I can now play your save game at nearly 100UPS, compared to 55 or so UPS before.

Another advantage, is that the drones no longer just hang around when deploying, they get a path very quickly and get to work.

4 years ago

Dude you rock. I love all your mods so far!

4 years ago

Is the optimization for Factorio or for this mod?

4 years ago

It is just exposing an internal flag we had, that improvement is on the engine side.
Using this flag with the drones, that increases performance specifically with this mod, other mods can also use the flag too if it makes sense.

I have also found some general inefficiencies with the pathfinder, that will improve base game and all mods.

4 years ago

This sounds so underrated but is actually totally awesome to know. May I suggest your mods especially this one and similar be featured in a upcoming FFF to make even more people aware how helpful it can be to report things? Apologies if this was already done before, I have been on a Factorio abstinence.

4 years ago

It looks like some pathfinder updates were pushed into today's Factorio 0.18.20 patch. Does that mean the UPS changes are now in or does this mod need to be updated again to use the new flag?

4 years ago

I will do an update later today to take advantage of the changes

4 years ago

Which mod version is the version that included this fix?

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