Search found 10 matches
- Tue Oct 25, 2016 3:04 pm
- Forum: Technical Help
- Topic: Has something about Trees changed recently?
- Replies: 5
- Views: 1848
Re: Has something about Trees changed recently?
It was still doing it with the newest drivers from nvidia so I did a clean install of 13.20 factorio and it still had the issue so I rolled back my Nvidia drivers to when I know it was working and issue is no more so for due diligence sake I updated all the way to 14.15 and the issue is back with it...
- Tue Oct 25, 2016 11:42 am
- Forum: Technical Help
- Topic: Has something about Trees changed recently?
- Replies: 5
- Views: 1848
Re: Has something about Trees changed recently?
Disabling tree sprites drops my fps/ups by as much as another 10 ps to as little as 20 fps. I am using ver 14.15 and this wasn't happening to me when I played a couple weeks ago at around ver 14.8 I do not remember exactly which version I was playing on when I did not have this problem.
- Tue Oct 25, 2016 9:40 am
- Forum: Technical Help
- Topic: Has something about Trees changed recently?
- Replies: 5
- Views: 1848
Has something about Trees changed recently?
I am getting some massive ups/fps hits in areas that have thick forest I would go from 60 to 30 depending on how many trees are around me. I have tried a new map with no mods and to the same result, I did not use to have this issue. Also looking at my hardware usage graphs from task manager and MSI ...
- Fri Sep 23, 2016 6:48 pm
- Forum: Angels Mods
- Topic: Bus or not to Bus
- Replies: 34
- Views: 20814
Re: Bus or not to Bus
I used copper coils as an example because it is an item that can quickly be produced in such numbers that belts are not fast enough, the same with electronic components of Bobs mod fame. Should all filters be made/recycled to where they are being used or does it make more sense to bus them to and foe?
- Fri Sep 23, 2016 5:11 pm
- Forum: Angels Mods
- Topic: Bus or not to Bus
- Replies: 34
- Views: 20814
Re: Bus or not to Bus
thanks for the quick reply I was mainly looking for if their was any fluid equivalent to copper coil as far as just make it locally like I might be able to do for saline electrolysis sense the gas outputs can instantly be combined into something else. In that same vein of thinking does it make sense...
- Fri Sep 23, 2016 3:23 pm
- Forum: Angels Mods
- Topic: Bus or not to Bus
- Replies: 34
- Views: 20814
Bus or not to Bus
I started playing using Angel's mods with bobs after seeing Arumba start his series on it so I am confused about what is a good idea to bus and what needs to be taken care of locally with this mod. I am currently not using petrochemicals but I am thinking I will pick it up on my next restart. Also i...
- Tue Aug 30, 2016 4:34 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317221
Re: [MOD 0.13.15] Robot Army. 0.2.2
Thank you for the help I now understand how this and other things work more effectively.
- Mon Aug 29, 2016 12:52 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317221
Re: [MOD 0.13.15] Robot Army. 0.2.2
I have exhausted all of the nests with in over a 10 minute car ride from my factory and my robots just sit their congregating where I have a singular rally point. I was hoping that I could possibly put a rally point(s) a little ways out towards the edge of my map and hope that the robots start movin...
- Sun Aug 28, 2016 4:45 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317221
Re: [MOD 0.13.15] Robot Army. 0.2.2
so I can just move my rally point farther and farther away to effectively increase my area?
- Sun Aug 28, 2016 4:34 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317221
Re: [MOD 0.13.15] Robot Army. 0.2.2
sorry if this has been asked already but the search/hunt radius of the army where is it centered on? I am mostly sure that it is centered on player spawn, the spot that the droid spawned at, and/or rally post?