I just wanted to pop in and let OP know that they weren't the only one having this issue. Even more concerning in OP's case, the amount of turrets they have active is only a fraction of mine. https://forums.factorio.com/viewtopic.php?f=18&t=125406
Mine seems to hit some threshold with some amount ...
Search found 4 matches
- Fri Jan 03, 2025 11:39 pm
- Forum: Not a bug
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 5
- Views: 501
- Fri Jan 03, 2025 10:04 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 123
- Views: 20676
Re: Space Platforms
Late game aquilo science transporter. Brings 100k packs to and from Aquilo at 500km/s. Buffers up excess calcite to drop off at Nauvis as needed. Got the fuel and oxidizer sides wrong and never felt like fixing it
- Tue Dec 31, 2024 5:36 pm
- Forum: Gameplay Help
- Topic: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
- Replies: 2
- Views: 284
Re: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
Thank you for taking the time to reply. I believe there to be something else at play here other than more turrets = more UPS time, but will do some further testing myself and update this post if I find something quirky. Have a happy new year
- Tue Dec 31, 2024 4:17 pm
- Forum: Gameplay Help
- Topic: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
- Replies: 2
- Views: 284
[2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
Due to a certain love I had for another space-themed overhaul mod, I have committed to the life of predominantly using Laser Turrets on my ships. I figured (perhaps erroneously) that relying on laser turrets would lead to less active projectiles, less explosions, less effects, etc etc, in the long ...