its not the artillery, just the biters
after i finished the research i see the artillery fire and i have still 60fps, but when they destroy the targets its over, fps goes down
to much biters who search a path maybe, its annoying
factorio uses just ~13% CPU at this moment, 1 core nearly 100%, rest ...
Search found 18 matches
- Sat May 11, 2019 3:56 pm
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 17113
- Sat May 04, 2019 2:28 pm
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 17113
aliens needs multithreading :/
Hi,
after i researched artillery range my fps drops from 60 to 6 :O,
i play with enemy base frequency & size max, enemy max expansion distance 2
i have a big map (savegame 90mb), 5 min later i have around 13 fps, now i have to wait until all death, hmm
after i researched artillery range my fps drops from 60 to 6 :O,
i play with enemy base frequency & size max, enemy max expansion distance 2
i have a big map (savegame 90mb), 5 min later i have around 13 fps, now i have to wait until all death, hmm
- Mon Mar 18, 2019 1:25 pm
- Forum: Not a bug
- Topic: [0.17.14] bots don't repair from train in automation mode
- Replies: 5
- Views: 2231
Re: [0.17.14] bots don't repair from train in automation mode
hm, but why? with the speed ok, i can understand it, but automation??
- Sun Mar 17, 2019 4:28 pm
- Forum: Not a bug
- Topic: [0.17.14] bots don't repair from train in automation mode
- Replies: 5
- Views: 2231
[0.17.14] bots don't repair from train in automation mode
title says all,
when i enter a train in automation mode, the robots do nothing, also when the train is standing still
when i switch to manual they swarm out
bug or feature?
when i enter a train in automation mode, the robots do nothing, also when the train is standing still
when i switch to manual they swarm out
bug or feature?
- Sat Mar 16, 2019 2:30 pm
- Forum: Ideas and Suggestions
- Topic: better/brighter color for manual artillery destination
- Replies: 0
- Views: 618
better/brighter color for manual artillery destination
What ?
i brighter color, like the new color intensity from your pollution, for the target from your manual artillery spot
Why ?
on orefields and some other reasons is it sometimes very bad to see the full range to make a perfect targeting possible,
the color needs more intensity to see it ...
i brighter color, like the new color intensity from your pollution, for the target from your manual artillery spot
Why ?
on orefields and some other reasons is it sometimes very bad to see the full range to make a perfect targeting possible,
the color needs more intensity to see it ...
- Sat Mar 16, 2019 2:23 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 75066
priority list for personal robots
What ?
i want a priority list for my personal robot hangar, to choose what they build first!
maybe also an option for build nearest/farest first
Why ?
because i read the pinned thread? :D
no, because i hate it when build for example a defense wall and the damn robots first build all the laser ...
i want a priority list for my personal robot hangar, to choose what they build first!
maybe also an option for build nearest/farest first
Why ?
because i read the pinned thread? :D
no, because i hate it when build for example a defense wall and the damn robots first build all the laser ...
- Sat Mar 09, 2019 1:45 pm
- Forum: Balancing
- Topic: 0.17 normal settings too easy?
- Replies: 11
- Views: 6454
Re: 0.17 normal settings too easy?
try it with more enemies like this, i have fun with these worms
- Sat Mar 09, 2019 11:23 am
- Forum: Not a bug
- Topic: [0.17.9] no sound from laserturrets?
- Replies: 3
- Views: 1632
[0.17.9] no sound from laserturrets?
Hi,
is it normal that i hear no sound from the laser turrets since 17.0?
found nothing in this forum about...
thx
is it normal that i hear no sound from the laser turrets since 17.0?
found nothing in this forum about...
thx
- Sun Aug 19, 2018 6:50 am
- Forum: Not a bug
- Topic: [0.16.51] blueprint don't save wires from power poles?
- Replies: 2
- Views: 1542
Re: [0.16.51] blueprint don't save wires from power poles?
And why? There is a reason for removing wire -.-
- Sun Aug 19, 2018 4:27 am
- Forum: Not a bug
- Topic: [0.16.51] blueprint don't save wires from power poles?
- Replies: 2
- Views: 1542
[0.16.51] blueprint don't save wires from power poles?
Hi,
when i have some power poles, remove some wires and make a blueprint, he ignores it when i place this blueprint, all wires are there -.-
bug or feature?
best regards
when i have some power poles, remove some wires and make a blueprint, he ignores it when i place this blueprint, all wires are there -.-
bug or feature?
best regards
- Fri Jun 08, 2018 6:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.48]Holding blueprint causes UPS drop
- Replies: 16
- Views: 9602
Re: [0.16.48]Holding blueprint causes UPS drop
i hope the next patch don't need days :/
my saves all with 0.48 :O ._.
my saves all with 0.48 :O ._.
- Fri Jun 08, 2018 4:15 am
- Forum: Duplicates
- Topic: [0.16.48][blueprints] massive framedrops placing bp
- Replies: 1
- Views: 921
[0.16.48][blueprints] massive framedrops placing bp
since last update (0.16.48)
when i want to plant the blueprint my frame drops from 60 to 10 :/
yesterday all was fine with that blueprints
edit:1
also, i can't remove the most ghost items with mouseclick after planting the bp
when i want to plant the blueprint my frame drops from 60 to 10 :/
yesterday all was fine with that blueprints
edit:1
also, i can't remove the most ghost items with mouseclick after planting the bp
- Sun Jun 11, 2017 9:41 am
- Forum: Gameplay Help
- Topic: [0.15.19] no new conditions for liquids for trains
- Replies: 1
- Views: 1096
[0.15.19] no new conditions for liquids for trains
I miss new conditions for liquids for the trains. When i just load one part of the train, the train cant leave the station with the order leave when full.
The order leave when for example heavy oil = 25k is not possible, because i can't choose any liquids for this feature :/.
Not implemented yet ...
The order leave when for example heavy oil = 25k is not possible, because i can't choose any liquids for this feature :/.
Not implemented yet ...
- Mon Apr 24, 2017 9:02 pm
- Forum: Not a bug
- Topic: [0.15.0] minimap zoom issue
- Replies: 3
- Views: 1617
Re: [0.15.0] minimap zoom issue
oh its a feature lol
- Mon Apr 24, 2017 7:13 pm
- Forum: Not a bug
- Topic: [0.15.0] minimap zoom issue
- Replies: 3
- Views: 1617
[0.15.0] minimap zoom issue
when you fully zoom in on the minmap there are some graphic issues
i can see the normal map at this part, where the yellow block is
i can see the normal map at this part, where the yellow block is
- Mon Apr 24, 2017 6:55 pm
- Forum: Duplicates
- Topic: [0.15.0] Crash on "Technology::getNumResearchUnits" (migrated save)
- Replies: 4
- Views: 2075
Re: [0.15.0] open researchtree on new map without lab crashes
ok, i think found the reason
its just when you use "0" in the cost multiplier in the advanced settings :O
its just when you use "0" in the cost multiplier in the advanced settings :O
- Mon Apr 24, 2017 6:49 pm
- Forum: Duplicates
- Topic: [0.15.0] Crash on "Technology::getNumResearchUnits" (migrated save)
- Replies: 4
- Views: 2075
[0.15.0] Crash on "Technology::getNumResearchUnits" (migrated save)
can't plant a lab in new game, game crashes
in old savegame all is fine
when i try to open the techtree the same, game crashes
in old savegame all is fine
when i try to open the techtree the same, game crashes
- Mon Apr 24, 2017 6:28 pm
- Forum: Duplicates
- Topic: [0.15.0] Crash on "Technology::getNumResearchUnits" (migrated save)
- Replies: 4
- Views: 2075
[0.15.0] open researchtree on new map without lab crashes
startet new map and would open techtree, but crash...testet 3 times, 3 times crash
i have no lab build yet...
old savegame with lab it opens the techtree, also when i remove all the labs
i have no lab build yet...
old savegame with lab it opens the techtree, also when i remove all the labs