Just one note about:
"Megabases avoid chest because they hurt performance"
No.
Avoiding a chest automatically means avoiding an inserter.
Inserters are bad and that's why you try to avoid chests
Search found 152 matches
- Wed May 18, 2022 4:52 pm
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 30
- Views: 2495
- Fri Apr 29, 2022 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Make the laser turret max consumption show the most it can consume
- Replies: 31
- Views: 607
Re: Make the laser turret max consumption show the most it can consume
That would be more confusing then the current display.
Nothing can consume faster than displayed.
It's just the buffer that causes spikes in your stats.
Maybe we should rename it to average max consumption
Nothing can consume faster than displayed.
It's just the buffer that causes spikes in your stats.
Maybe we should rename it to average max consumption

- Fri Apr 29, 2022 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Make the laser turret max consumption show the most it can consume
- Replies: 31
- Views: 607
Re: Make the laser turret max consumption show the most it can consume
Everything has an internal buffer and consumes more when it tries to refill that.
- Tue Apr 12, 2022 11:04 am
- Forum: This Forum
- Topic: Technical/UPS optimization subforum please
- Replies: 3
- Views: 535
Re: Technical/UPS optimization subforum please
Its definitely the most active category at the moment. :mrgreen: But it could also fit into the "Mechanical Throughput Magic" category - if we let go of the "circuit free" restriction. Many threads in there hit the "but that would no longer be completely circuit free" w...
- Tue Mar 29, 2022 5:17 pm
- Forum: Releases
- Topic: Version 1.1.57
- Replies: 33
- Views: 10588
Re: Version 1.1.57
Include subdirectories? 

- Sun Jan 02, 2022 8:34 pm
- Forum: Technical Help
- Topic: Performance problems when using the factorissimo mod
- Replies: 61
- Views: 3720
Re: Factorio suggestions for improvement performance patch
Also took a look at it. First: Those are a lot of mods - 135? I was amazed that that big number alone doesn't make it crash somewhere. I'm used to have ~10 mods active ;) It looks a lot like Factorissimo2 and how it was used on this map is responsible for the problems. The factorissimo2 Faq has a se...
- Sun Jan 02, 2022 8:47 am
- Forum: Technical Help
- Topic: Performance problems when using the factorissimo mod
- Replies: 61
- Views: 3720
Re: Factorio suggestions for improvement performance patch
You have played this game more then 600 hours without mayor problems and keep complaining that the Devs didn't do a good job. Don't you realise how ridiculous that is? Back to the problem: We are back too: Your cpu is the bottleneck and we have seen in your screenshot that most of the update time is...
- Tue Dec 28, 2021 8:35 am
- Forum: Technical Help
- Topic: Performance problems when using the factorissimo mod
- Replies: 61
- Views: 3720
Re: Factorio suggestions for improvement performance patch
The screenshot shows ~40 mods.
Maybe you could test if the lag spikes get better without them?
Maybe you could test if the lag spikes get better without them?
- Wed Dec 15, 2021 9:27 pm
- Forum: Gameplay Help
- Topic: Launched the rocket but no endgame popup?
- Replies: 5
- Views: 511
Re: Launched the rocket but no endgame popup?
That should NOT be the problem. You win the game by launching the rocket now - payload doesn't matter
From https://wiki.factorio.com/Version_history/0.17.0#0.17.0 on Date: 26. 02. 2019
From https://wiki.factorio.com/Version_history/0.17.0#0.17.0 on Date: 26. 02. 2019
The game is won by launching a rocket, the Satellite is only for getting Space science packs.
- Fri Oct 15, 2021 7:24 am
- Forum: Duplicates
- Topic: Visual Bug in Walls After Adjacent Cliff Destroyed
- Replies: 2
- Views: 416
Re: Visual Bug in Walls After Adjacent Cliff Destroyed
Sounds like: viewtopic.php?f=23&t=65657 (intentional behaviour - not a bug)
- Mon Oct 11, 2021 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Add double headed train stops
- Replies: 29
- Views: 1836
Re: Add double headed train stops
I had a thought, instead of double headed train stops, be able to link 2, or more, stops together with circuits so that if one has inbound the other cannot? This ^^ - but I would say they should be linked and then "share" their train limit. A lot easier to use then OPs suggestion and it c...
- Sat Aug 07, 2021 8:51 am
- Forum: General discussion
- Topic: Megabase ideas
- Replies: 10
- Views: 2071
Re: Megabase ideas
What's so funny about that? That's exactly what is next on my next challenge list.
I have a 1k SPM base but only the mall has something that could qualify as main bus.
Everything else is train based.
I have a 1k SPM base but only the mall has something that could qualify as main bus.
Everything else is train based.
- Tue Aug 03, 2021 7:39 pm
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 36
- Views: 40662
Re: Compact 4.8 GW Nuclear Reactor
@vangruver
Last post by Lisp wizard 2019
I guess he doesn't look in here anymore
But look at my post two posts above yours.
The attachment has OPs Blueprint in it.
Last post by Lisp wizard 2019

I guess he doesn't look in here anymore
But look at my post two posts above yours.
The attachment has OPs Blueprint in it.
- Tue Jul 13, 2021 11:52 am
- Forum: Technical Help
- Topic: Saved game won't load
- Replies: 11
- Views: 1292
Re: Saved game won't load
Can't help you with that error but did you try to use one of the autosaves?
- Mon Jul 12, 2021 5:13 pm
- Forum: Gameplay Help
- Topic: Need help with train system!
- Replies: 4
- Views: 721
Re: Need help with train system!
I took a look at your video.
As the post above guessed correctly:
Your track crosses the other one in its two way section. So your signals there need to be on both sides of the track.
As the post above guessed correctly:
Your track crosses the other one in its two way section. So your signals there need to be on both sides of the track.
- Sat Jul 10, 2021 10:52 am
- Forum: Outdated/Not implemented
- Topic: Validate Saves
- Replies: 22
- Views: 2247
Re: Validate Saves
The average windows user has no daily backup system for his game files. And why are there 3 autosaves? One should be enough ;) You can see that this problem pops up repeatedly on the forums. And when it hits it usually destroyers 100s of game hours. This is a very easy solution. So why not simply do...
- Fri Jul 09, 2021 8:03 am
- Forum: Outdated/Not implemented
- Topic: Validate Saves
- Replies: 22
- Views: 2247
Re: Validate Saves
I was about to make a similar suggestion when I saw that op has already proposed something similar: Failing that, perhaps you could come up with a backup strategy for saves that makes a backup copy of a save to a subfolder when it successfully loads. This way you'd have at most one extra copy of a p...
- Mon May 17, 2021 10:09 am
- Forum: Gameplay Help
- Topic: Directing trains into two different ways
- Replies: 2
- Views: 776
Re: Directing trains into two different ways
Theoretically yes but don't go into that hell.
Correct signaling should also solve that problem.
Can you post a Screenshot so that we can help?
Correct signaling should also solve that problem.
Can you post a Screenshot so that we can help?
- Sun May 16, 2021 3:31 pm
- Forum: Outdated/Not implemented
- Topic: Create ghosts for destroyed trains
- Replies: 16
- Views: 1724
Re: Create ghosts for destroyed trains
How complicated is it to get rid of the instant breaking thing? Let me rephrase that: How many modding interface requests do we need to get that working? OR How difficult would that be for a dev to implement in to the base game 😊 How complicated is it to get rid of the instant breaking thing? For t...
- Sun May 16, 2021 9:16 am
- Forum: Outdated/Not implemented
- Topic: Create ghosts for destroyed trains
- Replies: 16
- Views: 1724
Re: Create ghosts for destroyed trains
I think the alternate solution is to much. The already modded solution is very good. How complicated is it to get rid of the instant breaking thing? Can we delay the destroying of wagons and Locomotives till the train Stopps? Suggestion: Check if destruction event was a head on collision. If yes Sto...