InterstellarLogisticsOpt
Staggers interstellar logistics scheduling to reduce CPU load / Phase decentralized interstellar logistics scheduling to reduce CPU overhead
Screenshots 2 screenshots
About this mod Machine translation
InterstellarLogisticsOpt
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Reduces the CPU overhead when interstellar transportation towers search for supply and demand matches and decide to dispatch ships, which is suitable for large archives with many logistics towers. Compatible with game 0.10.35.29104, requires UXAssist 1.6.0 or higher.
use
Adjust the "Interstellar Logistics Optimization" page of UXAssist in the game. The settings will take effect from the next simulation update without reloading the file.
| Settings | Defaults | Effects |
|---|---:|---|
| Enabled | true | Turn on optimization; use original scheduling after turning it off |
| AmortizeFactor | 1 | Scheduling interval factor, range 1 to 30. When set to N, the ship inspection frequency is reduced to 1/N of the original version; 1 maintains the original frequency |
Coefficients apply to all routes, including tower-to-tower, planetary, star, and logistics groupings. When set to 5, the check frequency is 1/5 of the original version. The checks that were originally performed every 10, 30, and 60 ticks are changed to every 50, 150, and 300 ticks. The tick here is the number of simulation updates.
What has been optimized?
When the supply and demand of this tower are insufficient, the game may still need to maintain the priority lock of the opposite end. The mod will eliminate useless inventory reads and repeated lock refreshes, retaining necessary lock maintenance and paired cursor updates. This optimization also takes effect at factor 1.
When the coefficient is greater than 1, ship inspections are staggered to different ticks based on tower numbers. Each tower performs checks at its own fixed phase, reducing the need to focus on processing a large number of towers on the same tick.
Pay attention when using
The larger the coefficient, the slower the ship dispatch response, which may also limit logistics throughput. For example, at 60 UPS and coefficient 5, a tower that ignores priority routes can dispatch up to 12 new ships per minute through ordinary dispatch; other towers will send pickups and return loads separately. This limitation is more likely to occur when the voyage is shorter.
Phase dispersion can change the order of checks between different towers, and longer check intervals can also cause the priority lock to fail before the next check. Therefore, when the coefficient is greater than 1, partial priority accuracy and responsiveness are traded for performance, and strict adherence to the original cross-tower priority order is not guaranteed.
The pairing check for a single tower is completed at once, and the workload of each tower is also different, so phase dispersion cannot guarantee that all spikes are eliminated. CPU overhead and UPS will not change in proportion to the coefficient. After increasing the coefficient, you must also pay attention to production and actual delivery volume.
Performance screenshots
The SampleAndHoldSim Ratio of both pictures is 200, and they are displayed in the order of turning off and turning on optimization. The coefficient is 5 when turned on.
| Panel reading | Off | On, factor 5 |
|---|---:|---:|
| CPU torus | 19.708 ms | 12.354 ms |
| Logistics Scheduling | 8.414 ms | 0.066 ms |
Specific effects vary with saves, coefficients, and other mod settings.
closure:
On, factor 5:
README
Reduces the CPU time spent matching supply and demand and dispatching interstellar ships in large saves. Supports game 0.10.35.29104 and requires UXAssist 1.6.0 or later.
Usage
Change settings in the InterstellarLogisticsOpt tab of UXAssist. Settings take effect on the next simulation tick without reloading the save.
| Setting | Default | Effect |
|---|---:|---|
| Enabled | true | Enable optimization; turning it off restores native dispatch |
| AmortizeFactor | 1 | Dispatch interval multiplier, from 1 to 30. At N, dispatch checks run at 1/N of their native frequency; 1 keeps the native frequency |
The factor applies to all routes, including station, pla …
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: