Search found 49 matches
- Tue Dec 03, 2024 5:31 pm
- Forum: Technical Help
- Topic: [2.0.15] Discrepancy in Updage time usage breakdowns
- Replies: 4
- Views: 154
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...
- Sun Nov 17, 2024 7:43 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 278205
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 hi...
- Sun Nov 17, 2024 7:05 pm
- Forum: Pending
- Topic: [2.0.15] Autosaves not consistently happening
- Replies: 3
- Views: 210
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, s...
- 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: 182
- Fri Nov 15, 2024 12:17 am
- Forum: Technical Help
- Topic: Save file corrupted/invalid bool Version 2.0.15
- Replies: 2
- Views: 174
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: 191
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: 662
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: 618
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: 154
[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 gen...
- 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: 182
[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....
- Mon Nov 11, 2024 4:43 am
- Forum: Pending
- Topic: [2.0.15] Autosaves not consistently happening
- Replies: 3
- Views: 210
[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: Assigned
- Topic: [pard] Tank cannon missing from factoriopedia
- Replies: 1
- Views: 174
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 ...
- 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: 706
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: 484
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 net...
- Sat Sep 28, 2024 2:10 am
- Forum: Technical Help
- Topic: Looking for help locating the cause of a ballooning Entity Update time
- Replies: 3
- Views: 484
Re: Looking for help locating the cause of a ballooning Entity Update time
Awesome, thank you! Don't know how I missed that the first few times I skimmed the debug options! Although I see some improvements I can make to my nominal UPS (when it's running properly, <1/5th of my entity update is spent on turrets, and <1/5th on bots), I don't see anything even close to matchin...
- Tue Sep 24, 2024 5:26 pm
- Forum: Gameplay Help
- Topic: add an option to make the copy function not save a blueprint
- Replies: 6
- Views: 736
Re: add an option to make the copy function not save a blueprint
While we're at it, reminder that if you Ctrl-C and then hold Shift while you select the area, you can edit the blueprint before it's stored in the cursor and paste history. So you can easily remove entities you don't want to paste, or use Ctrl-C insteaf of the blueprint shortcut entirely and drop i...
- Tue Sep 24, 2024 5:09 pm
- Forum: Gameplay Help
- Topic: Marathon: Large distances to ore - empty furnaces
- Replies: 8
- Views: 849
Re: Marathon: Large distances to ore - empty furnaces
As far as deadlock when demand dips; Stackers are my go-to; just double, triple, or even quadruple your train count, update the train limit on the stations accordingly, and then add waiting areas for that many trains (-1 for the one in the station) on the furnace and mine sides. Rails are really che...
- Tue Sep 24, 2024 5:00 pm
- Forum: Technical Help
- Topic: Looking for help locating the cause of a ballooning Entity Update time
- Replies: 3
- Views: 484
Looking for help locating the cause of a ballooning Entity Update time
To preface; was unsure if this went here or in technical help, sorry if it's in the wrong forums! I have a (very old; circa 0.16 iirc) save that I've pulled across every update since, and, twice now, I've had this weird.... thing, where the UPS will suddenly fall sharply while seemingly nothing unus...
- Mon Aug 05, 2024 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 26
- Views: 7417
Re: Disable construction near enemies/fire
This won't help with the biters, but there is a mod that maybe should be ascended, that makes bots immune to fire, since they're flying, and so not on the burning ground.
- Mon Aug 05, 2024 3:49 pm
- Forum: Ideas and Suggestions
- Topic: Please remove the Spidertron screen wobble
- Replies: 49
- Views: 5650
Re: Removing the Spidertron "screen jitter" on moving around.
For me, a fix would require that my camera stops moving immediately (from the point of view of subjective "human time") after I have fully depressed all directional movement keys. I have no position on what the best way to achieve that would be. As much as this is a cop-out answer, I woul...