Orbs


If you want to ponder your orb, this mod is for you.

Overhaul
4 days ago
2.0
219
Combat Fluids Circuit network Manufacturing Power

b UPS Heavy and Multiplayer Desync

7 days ago

Hello, first of all, this mod is great! Very GREAT! Only a few mods can give me real challenges, and the resulting motivation and happiness.

Here we have two issues, where I guess the first UPS issue might also be the cause of the second desync issue.

1) UPS: I played this mod for 1 hour in single player and then hosted it on a server. For my single-player save, or the multiplayer save when all players are in one force, the orbs mod scripting takes around 7ms per frame (which is very high, as we only have 16.6 ms per frame), but it is at least playable. When players spawn in different forces (using Factorio’s built-in PVP scenario), it takes 14ms or more. This made us finally have to be in one team (just a regular free play setting, not a PVP scenario). These three cases are all at very early stages (first two science packs), where no scripting content can be found (I am not quite sure about Defense Wizard; the UPS cost was still high when no Defense Wizard was placed). Deleting all chunks (and entities on them) using Delete-Chunk Tool-cannot alleviate this problem. Removing all entities (probably including some hidden ones) using the editor can lower the time used from 7ms to 2ms.

2) Multiplayer desync: We (in a regular same-team free play) first played this for around 4 hours. During this period, people (around 10) could join without any problems. Then I went to sleep while some people stayed to make the third science pack. This morning, within 10 seconds of me joining the server, the problem started. Basically, people could join the server but would be quickly kicked out by the desync issue (in contrast to desync cases seen in other mods, where people simply cannot join). Restarting the server could solve this urgent problem, but I don’t know when it will happen again.

BTW, desyncs start at the beginning of the multiplayer multi-team case: clicking the "Start Round" button or joining the server has a very high chance of resulting in being kicked out by desyncs.

7 days ago
(updated 7 days ago)

It’s now been 7 hours since the above post was published. At this point, the mod is taking 13ms per frame. I’ve watched the mod’s time usage gradually climb from 7ms to 9ms, then to 11ms, and finally to 13ms.I’m a little concerned we might not be able to join the server tomorrow due to high UPS overhead. We have the Blueprint Sandbox mod, which gives players their own dedicated lab surfaces for design work. I’m not sure if those extra surfaces are the cause of the issue.

4 days ago

Hi, thanks for reporting this issue!

I was able to reproduce the performance issue and see 10ms per tick on our factory, without any additional mods and single player. Will dig deeper!

Note that pvp might not be well supported, at least one of the intended solutions of one of the riddles will outright not work when there are multiple forces at that stage, though you will still be able to progress regardless.

4 days ago

I just uploaded version 0.3.5. The performance should be a good deal better now. I didn't reproduce the multiplayer issues yet - hope I haven't caused more with the update.

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