Search found 55 matches
- Mon Jun 09, 2025 6:08 pm
- Forum: Not a bug
- Topic: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
- Replies: 2
- Views: 541
Re: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
Ah, ok, that tracks with Kovarex Enrichment. Any chance some marker for catalysts could get added to recipe pages in factoriopedia (ie. 60 Heavy Oil + 25 Catalyst)?
- Sat Jun 07, 2025 7:44 pm
- Forum: Pending
- Topic: [2.0.55] Desync after minutes
- Replies: 11
- Views: 1256
Re: [2.0.55] Desync after minutes
Are you running with any mods?
As a general rule, factorio shouldn't be desyncing.
Or are you referring to disconnecting because the client can't keep up?
As a general rule, factorio shouldn't be desyncing.
Or are you referring to disconnecting because the client can't keep up?
- Sat Jun 07, 2025 7:23 pm
- Forum: Not a bug
- Topic: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
- Replies: 2
- Views: 541
[2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
As per title, the Heavy Oil output seems to be calculated incorrectly with Productivity for unclear reasons;
An Oil Refinery with 3x Productivity Module 3 (Base Quality) has a speed of 0.55x, and a Productivity of 1.3x
The Coal Liquefaction recipe takes 5 seconds, and yields 90 Heavy Oil.
So, the ...
An Oil Refinery with 3x Productivity Module 3 (Base Quality) has a speed of 0.55x, and a Productivity of 1.3x
The Coal Liquefaction recipe takes 5 seconds, and yields 90 Heavy Oil.
So, the ...
- Sat Jun 07, 2025 6:38 pm
- Forum: Technical Help
- Topic: [2.0.55] [build 83138] Removing/Replacing roboports causes long hangs with lots of bots airborne
- Replies: 3
- Views: 668
Re: [2.0.55] [build 83138] Removing/Replacing roboports causes long hangs with lots of bots airborne
Oh, and because the upgraded roboport is a different entity than the previous one, even if it has higher capabilities, it still needs to go through each to update their references?
Darn.
Darn.
- Sat Jun 07, 2025 2:24 am
- Forum: Technical Help
- Topic: [2.0.55] [build 83138] Removing/Replacing roboports causes long hangs with lots of bots airborne
- Replies: 3
- Views: 668
[2.0.55] [build 83138] Removing/Replacing roboports causes long hangs with lots of bots airborne
What did you do? : A robot upgraded a roboport with 350k+ robots airborne and a deconstruction queue of >2m items
What happened? : The game locked up for over a minute without any feedback
What did you expect to happen instead? It might be obvious to you, but do it anyway! : As I was AFK (the ...
What happened? : The game locked up for over a minute without any feedback
What did you expect to happen instead? It might be obvious to you, but do it anyway! : As I was AFK (the ...
- Fri Apr 18, 2025 11:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.43] Crash placing parameterized blueprints partially obstructed
- Replies: 1
- Views: 524
[Kovarex] [2.0.43] Crash placing parameterized blueprints partially obstructed
When selecting the parameters for parameterized blueprints, the game will sometimes allow the player to place another blueprint while they should be selecting parameters to set for the first one. Upon doing this, when attempting to select the next parameter to set, the game may crash (or it may give ...
- Tue Dec 03, 2024 5:31 pm
- Forum: Technical Help
- Topic: [2.0.15] Discrepancy in Updage time usage breakdowns
- Replies: 4
- Views: 691
Re: [2.0.15] Discrepancy in Updage time usage breakdowns
All of logistic and construction robots will be included in the "overall" time usage but not the per-entity breakdown. Additionally, turrets, beacons, and some other smaller entities will also work that way.
It's almost always obvious looking at any save file what's taking the time in the save ...
- Sun Nov 17, 2024 7:43 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 441
- Views: 329491
Re: Performance optimization - post your saves
Seeing some significant lag when opening a space platform hub with enough cargo bays to hit the maximum inventory size of 65535 slots.
On my machine, the lag starts getting noticeable in an empty world around 30k slots, and bad around 50k.
Interestingly, it looks like this results in a larger FPS ...
On my machine, the lag starts getting noticeable in an empty world around 30k slots, and bad around 50k.
Interestingly, it looks like this results in a larger FPS ...
- Sun Nov 17, 2024 7:05 pm
- Forum: Pending
- Topic: [2.0.15] Autosaves not consistently happening
- Replies: 3
- Views: 631
Re: [2.0.15] Autosaves not consistently happening
While the autosave being based on ticks and not actual time explains the 30-40 minute window instead of the 10 minute one I've set, a 4 hour pause (not in the log there, since I didn't think to report the issue until after a crash partway through an autosave cost me 30 minutes of Aquilo designing ...
- Sun Nov 17, 2024 6:41 pm
- Forum: Duplicates
- Topic: [2.0.15][SA] Crash on Autosave: this->busyRobotLink.isLinked() == this->shouldBeLinked() was not true
- Replies: 2
- Views: 417
- Fri Nov 15, 2024 12:17 am
- Forum: Technical Help
- Topic: Save file corrupted/invalid bool Version 2.0.15
- Replies: 2
- Views: 477
Re: Save file corrupted/invalid bool Version 2.0.15
This is a known bug (and fixed in the most recent experimental)
- Fri Nov 15, 2024 12:15 am
- Forum: Technical Help
- Topic: [2.0.14] Massive lag all of a sudden
- Replies: 1
- Views: 599
Re: [2.0.14] Massive lag all of a sudden
Looks like you are having an extreme version of what I was running into - your Entity Update shows 30 ms, but Entities Total only shows 1 ms. Been trying to find out what the discrepancy could be coming from, but no luck so far.
- Fri Nov 15, 2024 12:12 am
- Forum: Technical Help
- Topic: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
- Replies: 10
- Views: 2954
Re: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
What do your individual GPU cores's or fuctions' usages look like? It's possible to pin your GPU at only 10% usage if, say, 10% of it is running at 100%, and the other 90% is doing nothing. That 100% is the average across all functions, including things like video compression/decompression, RTX, etc ...
- Fri Nov 15, 2024 12:07 am
- Forum: Technical Help
- Topic: Multiplayer Lag
- Replies: 7
- Views: 4682
Re: Multiplayer Lag
Your router or ISP (or theirs) might also be flagging this as an attempted DDoS attack because Factorio traffic doesn't look much like normal MP game packets, and the protocall they use is also used by bad actors attempting to perform a DDoS attack (most likely for the same reason Factorio uses it ...
- Thu Nov 14, 2024 11:58 pm
- Forum: Technical Help
- Topic: [2.0.15] Discrepancy in Updage time usage breakdowns
- Replies: 4
- Views: 691
[2.0.15] Discrepancy in Updage time usage breakdowns
I am once again looking at my Update Time because although the 2.0 update helped a lot, adding more factories has eaten many of the structural gains. I can optimize my factory to improve the UPS further, but that's where the time breakdown comes in.
As I'm looking through it, I've found that the ...
As I'm looking through it, I've found that the ...
- Mon Nov 11, 2024 4:56 am
- Forum: Duplicates
- Topic: [2.0.15][SA] Crash on Autosave: this->busyRobotLink.isLinked() == this->shouldBeLinked() was not true
- Replies: 2
- Views: 417
[2.0.15][SA] Crash on Autosave: this->busyRobotLink.isLinked() == this->shouldBeLinked() was not true
I had a game crash upon completion of an autosave. Can not replicate, as the most recent autosave before is >30 minutes back, and I can't get the save into the same gamestate it was in upon crash.
I do have the game log and the .tmp of the autosave though.
Link to the autosave: https://drive.google ...
I do have the game log and the .tmp of the autosave though.
Link to the autosave: https://drive.google ...
- Mon Nov 11, 2024 4:43 am
- Forum: Pending
- Topic: [2.0.15] Autosaves not consistently happening
- Replies: 3
- Views: 631
[2.0.15] Autosaves not consistently happening
I have an odd one for you: Autosaves are not happening regularly. They do occur, but not on a predictable interval; sometimes they occur on the autosave schedule (10 minutes), but sometimes they do not occur for seemingly random amounts of time, does not appear to be multiples of the autosave time ...
- Sat Nov 09, 2024 5:49 am
- Forum: Resolved Problems and Bugs
- Topic: [pard] Tank cannon missing from factoriopedia
- Replies: 3
- Views: 1407
Re: Tank cannon missing from factoriopedia
This is true for all vehicle weapons; including the tank flamethrower, the car turret, the tank turret, and the spidertron rocket launcher. They appear to have factoriopedia pages, which are just not visible normally; they have a category and a page, you just can't see them in the category page.
In ...
In ...
- Wed Nov 06, 2024 1:41 am
- Forum: Duplicates
- Topic: [2.0.13] Thousands of Logistic robots unreasonably stacking at single roboport
- Replies: 10
- Views: 1540
Re: [2.0.13] Thousands of Logistic robots unreasonably stacking at single roboport
Been having this happen on my save, and I know no power outages were involved. Usually happens when I have a Large (>50k/min) number of bots crossing a small area, and happens more frequently the denser the burst of bots is. Density of available roboports does not seem to help - I had this happen in ...
- Mon Sep 30, 2024 3:17 pm
- Forum: Technical Help
- Topic: Looking for help locating the cause of a ballooning Entity Update time
- Replies: 3
- Views: 935
Re: Looking for help locating the cause of a ballooning Entity Update time
Some further testing shows that this is likely something to do with a large number of spidertrons making logistics requests all at once? Although it's not as bad this time, when I return my builder fleet (I think somewhere between 200 and 400 spiders) to my main base and they enter the logistics ...