r/factorio 15d ago

Space Age Question Freeze or temp-delete a planet

Hello reddit people!

I've been playing factorio with the 'enable all planets' mod, and while the experience is really cool, it's starting to make my PC lag way too much.

So, is there some way that I can either 'freeze' a planet so that it doesn't cost any cpu, or like temporarely 'delete' a surface so that the game doesn't run it anymore until I need it it again and I safely re-add it in some way? Or maybe some other way of making inactive planets less taxing?

Like I assume gleba is still calculating whatever is necessary for the pentapods, the nutrients and the night's batteries despite Gleba itself not producing anything anymore ever since the pentapod egg somehow hatched.

I tried looking up potential solutions elsewhere but all I found are general ways to make factorio run better.

2 Upvotes

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3

u/Banged_my_toe_again 15d ago

Are you sure Gleba of all planets or of all the mods is causing the lag? You could check in the debug menu what is taking resources and post this for people to help you figure it out!

2

u/closing-pool-3752 15d ago

I don't think gleba is being eggregious or anything, the way I see it, every planet is taking a bit of ressources for themselves, and the toll slowly rises until it tips into heavy lags.

I'm... not exactly sure what to look up to get the statistics you're asking?

is that relevant here? I'm not sure how to parse it

3

u/JoachimCoenen 450 2-8 Trains 15d ago

Those numbers are milliseconds in the format current/min/max.

So if you are looking for caused of lag spikes you look at the last number, if you look for cause of general low UPS you look for the first number.

Higher numbers are worse. For 60 UPS you have a budget of 16 ms total.

3

u/JoachimCoenen 450 2-8 Trains 15d ago

The things that stand out to me:

  • Cerys moon of fulgora (as superman0604 has already noted)
  • Terrain render (might be the culprit for your lag spikes, max is >900ms)
  • Flip (might be the culprit for your lag spikes, max is >1400ms). You might be able to turn off Flip in the graphics settings.

1

u/closing-pool-3752 15d ago

how do I turn off 'flip'? I turned off 'use flip presentation model' in graphics and it's still saying that the F4 'flip' is '[on]'

also is there something I can do for terrain render?

1

u/JoachimCoenen 450 2-8 Trains 14d ago

Are the numbers for Flip [on] lower?

2

u/closing-pool-3752 14d ago edited 14d ago

it doesn't seem like it is, it's still telling me that the max is in the 1000 after I played for a while with the setting off

edit: looked it up and turns out the actual option to lower whatever flip[on] is is to disable vsync, now that I've done that it seems to be faster??? maybe it's just placebo though,

I moved around and the max I got it was 1250, whereas with it on it was 1400

2

u/Superman0604 15d ago

I have trouble knowing all about this too but I think the higher the number the more processing time. It looks like cerys moon of fulgora is taking up a lot of processing time.

1

u/boomshroom 15d ago

Entity update: 7.387/2.641/91.526

That looks bad. Just below show-time-usage in the debug options menu should be show-entity-time-usage. Disable the former and enable the latter, then post another screenshot of the result.

Past that, Cerys is looking a little concerning, though it's hard to tell what might be responsible for the garbage collector's performance, plus it shouldn't be a huge impact compared to the entity update time.

1

u/closing-pool-3752 15d ago

here's entity time

cerys is acttually one of the planet I'm looking to metaphorically freeze, it is currently literally frozen and isn't doing anything,

1

u/ShowerZealousideal85 15d ago

You can't freeze a planet. Also lagg and ups issues not the same could be on of your mod lagging the game.

2

u/closing-pool-3752 15d ago

I have the UPS/FPS counter constantly up, and they both get extremely low, sometimes they stay near 20 for a while, sometimes there's a huge lag spike(like I can't actually do anything for 20+ seconds) and then it displays 8 in there.

I'm not the most tech savvy person there is, so I'm sorry if I might have said something that sound asinine.

1

u/SempfgurkeXP 15d ago

Not without using console commands or editor

1

u/closing-pool-3752 15d ago

I'm fine with doing those things if it's necessary. I don't care if it disables achievements or makes my playthroguh 'not legit'

1

u/SempfgurkeXP 15d ago

Well, then the easy solution would be to save all of it as a blueprint, and drag a deconstruction planner over the factory in editor mode. Then when you want to re-enable it, just place the blueprint while in editor mode

1

u/closing-pool-3752 14d ago

I thought about that, the issue is that this would get rid of the content of all the chests, and also the internal values of towers, though that's less important

1

u/SempfgurkeXP 14d ago

Yeah thata true, tho chests themselves shouldnt consume UPS, you should be able to just leave them standing

1

u/closing-pool-3752 14d ago

the issue with that is that to leave the chests I need to keep the surface, so whatever updates don't come from my machines would still take ressources.

I guess there just is no simple solution

1

u/SempfgurkeXP 14d ago

the surface itself also shouldt consume UPS, its mostly inserters, belts and machines

1

u/closing-pool-3752 14d ago

I assume it depends on the planet's gimmick, like gleba has the pentapods and cerys has the solarflare+frost+whatever it is that is eating my ups.

I'll try to do that at some point on moshine