pY Cranes


3x1/6x1 and 3x2/6x2 inserter cranes for pyanodons modpack that function like 3/6 inserters for UPS saving purposes

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4 months ago
2.0
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g UPS considerations vs crane speed

6 months ago

Hello i've been testing this mod for my new PY run, i really like the concept of a more balanced crane but while benchmarking i ran into some UPS issues, i've tested this configuration:

72K inserters in rows of 6 moving from 6x1 wide chest to 6x1 wide chest, update time 13.3 ms.
12K cranes replacing the inserters, update time 22.8 ms .

Now this was unexpected, the only thing i noticed is the super high speed of the cranes, so i tried reducing the speed to match the yellow inserter, and set the stack size to 6 to match the throughput, update time dropped to 8.2 ms !!
It seems for every swing the inserters need to scan the chests to pickup/drop the items and this has a high compute cost.
For best UPS i think the speed must be keep as low as possible and hand size the highest.

The problem is if hand size is set at 6 then the crane won't scale correctly with the inserter capacity bonus tech... im considering setting it to 18 but it will again start to feel cheaty.

6 months ago
(updated 6 months ago)

Thanks for the sad report, I'll discuss this with people far more knowledgeable at modding than I am to see if a solution to this issue can be found. If not I guess I'll have to delete the mod cos it's suppose to do the exact opposite of what it seems to be doing.

6 months ago

I've been reading the lua API docs about inserters and i don't think its possible to emulate the original 6 inserters while having correct scaling with the capacity bonus tech, this hand size upgrades are hard coded i can't see how to have custom upgrade for the cranes.
Some ideas to try and solve this could be:

-Give each crane a hand size equivalent to the max upgrade of the inserters, increase crafting cost and energy usage. (less balanced option).
-For each crane entity create clones with the correct hand size for each tech upgrade. Then in control.lua when capacity tech is researched, replace the existing cranes with the correct version and switch the recipe too. (may cause big lag spike in a huge base after you finish tech research).
-Have many different version of cranes you unlock with the capacity bonus techs. (very user unfriendly imo).

6 months ago

It's definitely not possible with the standard tools the game provides (i.e. the existing tech effect types) but I remember someone saying it could be done with some scripting of sorts or something. I'll ask around.

6 months ago

Hey i've created a small mod for your mod to adjust the stack sizes instead of speed, this solves the ups problems, i had to emulate the inserter bonus upgrades via multiple entities but it seems fine, this way the cranes can scale correctly and keep the balance fair. The only problem is the upgrade/delete planner shows the multiple versions of each crane but IMO is not a big deal. I'll be testing on my run to see if its a viable solution, if you want check it out https://mods.factorio.com/mod/pycranes-spdfix

6 months ago

@jncv87 I'll check it out next week (don't have the time rn sadly), thanks for the contribution in advance

6 months ago

Seems to be working as intended. I'll do a bit more testing and then add your mod as a required dependency if everything checks out.

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