![]() ![]() The variance is in the same small window as our map with solar. Upon loading in this solar removed save, we measure 1.89GB of RAM used. We also shift over the research to worker-robot-speed so we don't end up with any test running out of research.įor key, ent in pairs(_entities_filtered()Īfter this, we once again save and exit to the main menu to do our RAM consumption measurement. Simply resaving in full vanilla gets rid of the auto-research dependency. We need to do some cleaning on the save to ensure our readings are correct. The most UPS efficient base I know of is /u/schaev's base. To have those entities and map chunks loaded should cost a decent chunk of memory though.įirst we should gauge what an approprate amount of panels to test should be. Solar panels and accumulators at the same charge effectively function as one CPU calculation, O(1). The reason there could be a theoretical cost to solar is not due to the expected CPU time, but rather due to the memory cost of the increase map size and entity number. That is, the effect caused by using more or less beacon sharing, while factoring in the power generation cost. If neccessary part 2 of this test will explore the relative magnitude effect in practice between differing designs. For part 1 of this test we will look at the relative performance between the electric-energy-interface and the solar based design. There are 3 possible options that can be used to generate power, the electric-energy-interface, solar panels and accumulators, and nuclear power. This does not impact performance in any appreciable way. Having solar does consume a good chunk of RAM. It's only a prototype and has a few flaws I need to deal with as I have come across a few issues but by using combinators and 1 belt system for everything but iron and copper plates, I have a nice linear system setupTest-000006 : Does solar have a negative UPS impact due to the additional RAM consumption? Factorio Version 0.16.51 The TLDR Originally posted by B.O.T.S.:I taken the main bus design and compacted it a bit. This might need a seperate belt?ģ) It uses buffer chests :) But these are only temporary, just like in real life, warehouses.Ĥ) Have not designed a large mega base to test it with This can be modified as you need.ĥ) It's designed to support up to 4 items needed for production so it's ready for late game productsġ) Can get bottlenecked without a overflow system in place to keep the line moving (another buffer chest for temp overflow)Ģ) Gears and green circuits will quickly flood your system. For requesting chests, I stop requesting products when 50 items are in a chest and for producing chests, I keep mybe 2 slots worth of items so the asssembly can catch up with demands. Production is turned off when items are not needed and you have xx amount in storage. It's only a prototype and has a few flaws I need to deal with as I have come across a few issues but by using combinators and 1 belt system for everything but iron and copper plates, I have a nice linear system setupģ) It uses less 'buses' than a traditional main bus in that it uses 3 belts, 1 for iron plates, 1 for copper plates and 1 for everything elseĤ) It uses 'buffer chests' only to contol when items are needed. I taken the main bus design and compacted it a bit. Some people also modularize their production and use trains to cart it around. Man Bus designs tend to be more forgiving and allow overflow from lanes, etc. The upsides of spaghetti factories are that they look really cool! Also, the speedrunners use them since they can conserve resources by making exact ratios for things they are producing. Newer players tend to play in a spaghetti-like fashion. Originally posted by Sane:If most use a main bus, what does the other players use? What other alternative do we have? I've always wondered, since I've only used a main bus design. ![]()
0 Comments
Leave a Reply. |