Search found 13 matches
- Wed Jul 01, 2026 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Asteroid damage should scale with ship speed
- Replies: 4
- Views: 288
Re: Asteroid damage should scale with ship speed
Another annoying thing with damage not scaling with speed is that you cannot build ships in the orbit of Vulcanus any more. This was a common thing to do because many build their mall on Vulcanus as it is easier to get expend there.
- Mon Jun 15, 2026 7:15 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 462
- Views: 424671
Re: Performance optimization - post your saves
thanks for your quick response, he already has the "high performance" power profile. Is there any other settings he can tweak?
- Mon Jun 15, 2026 1:00 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 462
- Views: 424671
Re: Performance optimization - post your saves
Hello there,
A few days ago, a friend of mine was speedrunning the game and we noticed a difference of ~1 min between in game time and real time over a 2 hours run. And it seems the issue is the multithreaded stuff (that is control behaviors, transport lines, elec+heat+fuild+circuit and turret ...
A few days ago, a friend of mine was speedrunning the game and we noticed a difference of ~1 min between in game time and real time over a 2 hours run. And it seems the issue is the multithreaded stuff (that is control behaviors, transport lines, elec+heat+fuild+circuit and turret ...
- Thu Feb 12, 2026 8:00 pm
- Forum: Duplicates
- Topic: [2.0.75] Remote view can make undergound belts disappear using smart belt
- Replies: 1
- Views: 451
[2.0.75] Remote view can make undergound belts disappear using smart belt
Hello there,
Since the latest experimental version, you can make underground belts disappear by upgrading an underground belt using smart belt in a certain way.
Here are the steps to reproduce the bug:
- Place a yellow underground belt under some obstacle
- Go into remote view
- Select a red belt ...
Since the latest experimental version, you can make underground belts disappear by upgrading an underground belt using smart belt in a certain way.
Here are the steps to reproduce the bug:
- Place a yellow underground belt under some obstacle
- Go into remote view
- Select a red belt ...
- Sun Jun 29, 2025 4:33 pm
- Forum: Minor issues
- Topic: [2.0.55] Usable items cooldowns depend on latency in multiplayer
- Replies: 1
- Views: 1491
[2.0.55] Usable items cooldowns depend on latency in multiplayer
Hello there,
While playing a competitive scenario called Biter Battles, we noticed that grenades and all other usable items (that is capsule prototypes) cooldowns are not consistent in multiplayer and depends on the user's latency. Moreover if the expected cooldown is less than the latency then the ...
While playing a competitive scenario called Biter Battles, we noticed that grenades and all other usable items (that is capsule prototypes) cooldowns are not consistent in multiplayer and depends on the user's latency. Moreover if the expected cooldown is less than the latency then the ...
- Mon Aug 05, 2024 1:00 am
- Forum: Won't fix.
- Topic: [1.1.109] table.deepcopy in lualib/util.lua is wrong.
- Replies: 1
- Views: 1716
[1.1.109] table.deepcopy in lualib/util.lua is wrong.
Hello there,
the function table.deepcopy defined in data/core/lualib/util.lua that allow to recursively copy a table does not work in the really particular case where the table is a metatable that modifies either the __index or the __pairs metamethods. In my case, I have a table with which I need ...
the function table.deepcopy defined in data/core/lualib/util.lua that allow to recursively copy a table does not work in the really particular case where the table is a metatable that modifies either the __index or the __pairs metamethods. In my case, I have a table with which I need ...
- Thu Jun 13, 2024 2:21 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.107] Game not throwing an error when adding functions in global table
- Replies: 2
- Views: 1578
[1.1.107] Game not throwing an error when adding functions in global table
Hello there,
In this page of the LUA API docs, it is said that "Functions are not allowed in global and will throw an error when saving.", however if you add a function in the global table (for example with this command "/c global.foo = function() end") the function will be added in the global ...
In this page of the LUA API docs, it is said that "Functions are not allowed in global and will throw an error when saving.", however if you add a function in the global table (for example with this command "/c global.foo = function() end") the function will be added in the global ...
- Sun May 12, 2024 11:44 am
- Forum: Minor issues
- Topic: Performance problem with pathing
- Replies: 7
- Views: 3228
Re: Performance problem with pathing
Hello,
I just looked at the save. The problem is not the path finder, it is the stickers (taking 70ms per tick on averge on my computer). I first thought that the fire-spread would cause the lag, but disabling it with a mod doesn't change much. So I tried to make the damage interval bigger (to 90 ...
I just looked at the save. The problem is not the path finder, it is the stickers (taking 70ms per tick on averge on my computer). I first thought that the fire-spread would cause the lag, but disabling it with a mod doesn't change much. So I tried to make the damage interval bigger (to 90 ...
- Tue Apr 30, 2024 12:17 am
- Forum: Not a bug
- Topic: [1.1.107] Game crash after using LuaSurface::request_to_generate_chunks
- Replies: 2
- Views: 1258
Re: [1.1.107] Game crash after using LuaSurface::request_to_generate_chunks
Oh, I thought the radius was in tile, not in chunk... That's my bad...
- Mon Apr 29, 2024 11:47 pm
- Forum: Not a bug
- Topic: [1.1.107] Game crash after using LuaSurface::request_to_generate_chunks
- Replies: 2
- Views: 1258
[1.1.107] Game crash after using LuaSurface::request_to_generate_chunks
Hello there,
I wanted to create a really big test map for some mod debugging, so I made a new save and used the command: /c game.player.surface.request_to_generate_chunks({0,0}, 1000) but after using it a really weird crash happened, as you can see in the attached screenshot my RAM (and also the ...
I wanted to create a really big test map for some mod debugging, so I made a new save and used the command: /c game.player.surface.request_to_generate_chunks({0,0}, 1000) but after using it a really weird crash happened, as you can see in the attached screenshot my RAM (and also the ...
- Sun Dec 17, 2023 5:33 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.100] Crash settings up hotbar when server left
- Replies: 1
- Views: 2554
[1.1.100] Crash settings up hotbar when server left
Hello, while speedrunning in multiplayer we found that one player's game would randomly crash when closing the server to start a new run, and it turns out that it was happening because he was setting up his hotbar when the server was closing. I put the log file in attachment and here is a video that ...
- Fri Aug 19, 2022 11:22 am
- Forum: Releases
- Topic: Version 1.1.66
- Replies: 8
- Views: 15098
Re: Version 1.1.66
i think it's just a strategy to reach the version 1.1.69 as soon as possible KappaKlonan wrote: Fri Aug 19, 2022 10:32 am Exciting news, this changelog is empty because a deploy error meant it re-ran the previous deploy instead of the latest version.
So we are starting a new one, see you all in another 2 hours
- Thu Jul 28, 2022 12:04 pm
- Forum: Modding help
- Topic: Map preview
- Replies: 1
- Views: 2504
Map preview
Hello, i'm making a discord bot (it's not a mod but i haven't seen any place in this forum for that) that sends an image of a map with its seed. currently i use this shell command: "factorio\\bin\\x64\\factorio.exe --generate-map-preview=img\\image.png --map-gen-seed=<seed> --map-preview-scale ...