Search found 18 matches

by hypertrax99
Sat May 11, 2019 3:56 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 14392

Re: aliens needs multithreading :D

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 ne...
by hypertrax99
Sat May 04, 2019 2:28 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 14392

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 :(
my kills after i researched artillery range, but not all death, with 6 fps it needs time ^^
my kills after i researched artillery range, but not all death, with 6 fps it needs time ^^
20190504161959_1.jpg (629.05 KiB) Viewed 7788 times
by hypertrax99
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: 1707

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??
by hypertrax99
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: 1707

[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?
by hypertrax99
Sat Mar 16, 2019 2:30 pm
Forum: Ideas and Suggestions
Topic: better/brighter color for manual artillery destination
Replies: 0
Views: 483

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 better...
by hypertrax99
Sat Mar 16, 2019 2:23 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 59178

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 turre...
by hypertrax99
Sat Mar 09, 2019 1:45 pm
Forum: Balancing
Topic: 0.17 normal settings too easy?
Replies: 11
Views: 5489

Re: 0.17 normal settings too easy?

try it with more enemies like this, i have fun with these worms :D

20190308140153_1.jpg
20190308140153_1.jpg (356.47 KiB) Viewed 5187 times
by hypertrax99
Sat Mar 09, 2019 11:23 am
Forum: Not a bug
Topic: [0.17.9] no sound from laserturrets?
Replies: 3
Views: 1371

[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
by hypertrax99
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: 1289

Re: [0.16.51] blueprint don't save wires from power poles?

And why? There is a reason for removing wire -.-
by hypertrax99
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: 1289

[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? :D

best regards
by hypertrax99
Fri Jun 08, 2018 6:26 am
Forum: Resolved Problems and Bugs
Topic: [0.16.48]Holding blueprint causes UPS drop
Replies: 16
Views: 8172

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 ._.
by hypertrax99
Fri Jun 08, 2018 4:15 am
Forum: Duplicates
Topic: [0.16.48][blueprints] massive framedrops placing bp
Replies: 1
Views: 743

[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
by hypertrax99
Sun Jun 11, 2017 9:41 am
Forum: Gameplay Help
Topic: [0.15.19] no new conditions for liquids for trains
Replies: 1
Views: 920

[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? Mi...
by hypertrax99
Mon Apr 24, 2017 9:02 pm
Forum: Not a bug
Topic: [0.15.0] minimap zoom issue
Replies: 3
Views: 1325

Re: [0.15.0] minimap zoom issue

oh its a feature lol
by hypertrax99
Mon Apr 24, 2017 7:13 pm
Forum: Not a bug
Topic: [0.15.0] minimap zoom issue
Replies: 3
Views: 1325

[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
by hypertrax99
Mon Apr 24, 2017 6:55 pm
Forum: Duplicates
Topic: [0.15.0] Crash on "Technology::getNumResearchUnits" (migrated save)
Replies: 4
Views: 1745

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
by hypertrax99
Mon Apr 24, 2017 6:49 pm
Forum: Duplicates
Topic: [0.15.0] Crash on "Technology::getNumResearchUnits" (migrated save)
Replies: 4
Views: 1745

[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
by hypertrax99
Mon Apr 24, 2017 6:28 pm
Forum: Duplicates
Topic: [0.15.0] Crash on "Technology::getNumResearchUnits" (migrated save)
Replies: 4
Views: 1745

[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

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