Search found 35 matches
- Wed May 04, 2022 3:29 pm
- Forum: Technical Help
- Topic: [SOLVED] Very Strange Lag Issues
- Replies: 8
- Views: 14769
Re: Very Strange Lag Issues
My computer is faster than the server, and the server can happily run it at 60 UPS. And both of my friends who have equal or slower computers than me can run it just fine.
- Wed May 04, 2022 2:14 pm
- Forum: Technical Help
- Topic: [SOLVED] Very Strange Lag Issues
- Replies: 8
- Views: 14769
Re: Very Strange Lag Issues
Okay, I set my debug options as that other performance problem post suggested, and took screenshots. I also sat and looked at the numbers for a bit, and I think I see the "Problem" item, but I don't know how to dig deeper and figure out more. The "Entity Update" step of Game Upda...
- Tue May 03, 2022 9:41 pm
- Forum: Technical Help
- Topic: [SOLVED] Very Strange Lag Issues
- Replies: 8
- Views: 14769
Re: Very Strange Lag Issues
Okay, a couple responses. I've looked at most of the data in that post about performance issues, and I'll see if I can grab some of those screenshots later. As for my computer struggling: I'll try doing some more testing with minimal software running, but I've already tested it without my capture so...
- Tue May 03, 2022 1:56 am
- Forum: Technical Help
- Topic: [SOLVED] Very Strange Lag Issues
- Replies: 8
- Views: 14769
[SOLVED] Very Strange Lag Issues
I really need some help. Me and two of my friends play Factorio together. For the last several months, an issue has been developing that I'm completely unable to figure out. Our server had been running at Nodecraft (more on this later), and works great for my two friends. But I've been having weird ...
- Tue Aug 24, 2021 1:50 pm
- Forum: Modding help
- Topic: How to set train limit from script?
- Replies: 2
- Views: 995
Re: How to set train limit from script?
Hmm, okay, that makes some sense. Testing that now.... YES.
Thank you. I'd tried to spot a setting in there, but somehow missed that one.
Thank you. I'd tried to spot a setting in there, but somehow missed that one.
- Tue Aug 24, 2021 1:34 pm
- Forum: Modding help
- Topic: How to set train limit from script?
- Replies: 2
- Views: 995
How to set train limit from script?
I'm trying to write a mod that can configure the train limits of a train stop as it is placed. So far, I've got the code that hooks into the right events, and gets the control behavior of the stop, but I can't for the life of me figure out how to actually configure it. I've dug around and looked at ...
- Thu Mar 12, 2020 12:27 pm
- Forum: Technical Help
- Topic: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
- Replies: 2
- Views: 1193
Re: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
Is this something worth posting as a bug? (I originally posted this topic as a bug, I thought, but it apparently got moved to this forum.)
To me, it definitely feels like it qualifies.
To me, it definitely feels like it qualifies.
- Thu Mar 12, 2020 3:28 am
- Forum: Technical Help
- Topic: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
- Replies: 2
- Views: 1193
Re: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
I might have figured out a work-around for this, but it's odd to me that it isn't a problem if I go back to 0.16. I turned the polling rate on my mouse down from either 500 or 1000 hz, to 125 hz, and the input hangups went away. So it looks like sometime in the 0.17 development history, they switche...
- Thu Mar 12, 2020 3:06 am
- Forum: Technical Help
- Topic: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
- Replies: 2
- Views: 1193
Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
I've been doing some work to try and track down an odd input issue I've been having. Basically, while my mouse is moving, all key up/down events seem to get queued up and not processed until the mouse stops moving. This has been happening since sometime in the 0.17 version history, but does not occu...
Re: MINI MODS
Are there plans to update Production Scrap 2 to 0.18? It's the last mod I need to update my current save.
Nevermind. I had apparently fumbled my reading comprehension roll. This is just a compilation thread. I'll PM the author.
Nevermind. I had apparently fumbled my reading comprehension roll. This is just a compilation thread. I'll PM the author.
- Fri Oct 26, 2018 3:45 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 240599
Re: Friday Facts #266 - Cleanup of mechanics
On the topic of eliminating unnecessary complexity - there was a proposal on reddit to round belt throughputs to 15/30/45 ( link ). What do you think about it? We can't do that easily actually. The movement of items on belts is 1 pixel per tick, and if you change it to something else than the multi...
- Thu Sep 06, 2018 11:48 pm
- Forum: Logistic Train Network
- Topic: How to handl fluids at depot?
- Replies: 36
- Views: 13181
Re: Feature request: depot
Just read the output of the train stop itself, use that to set the signal just past the station to red, and trigger the alarm.
- Sat Jan 27, 2018 12:10 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 233267
Re: ModMyFactory - mod manager and more
That appears to resolve my problems. Thanks!
- Fri Jan 26, 2018 2:44 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 233267
Re: ModMyFactory - mod manager and more
Any word on when the hotfix will come out?
- Sat Jan 20, 2018 3:15 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 233267
Re: ModMyFactory - mod manager and more
I reported this crash on github as well. I'm pleasantly surprised to see a response from the dev here. I had started to think the tool was dead.Droneboat wrote:Hey
i recently started getting error every time i try to update mods
added crash log
- Fri Aug 18, 2017 11:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] Arithmetic Combinator: First input can't set constant
- Replies: 5
- Views: 6842
[Twinsen] Arithmetic Combinator: First input can't set constant
The second input of the arithmetic combinator allows you to set a constant. The first input does not. This means that for certain operations, you have to use a constant combinator to put the constant you need into a signal, and read that in the first input. For example, if I want to do the operation...
- Sun May 28, 2017 2:27 pm
- Forum: Not a bug
- Topic: Rocket Silo Stats not tracking anything but satellites
- Replies: 1
- Views: 1581
Rocket Silo Stats not tracking anything but satellites
I've launched several fish in one of my playthroughs, and the Rocket Silo Stats modal still only shows how many satellites I've launched, with no mention of the wonderful fish who gave their lives for science.
- Thu May 18, 2017 8:42 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 56680
Re: Version 0.15.12
Did you play much in 0.15.11? There were some changes to heat pipes yesterday.tk0421 wrote:either there was an undocumented nerf to nuclear power and teperatures, or something in todays release broke it...
cannot keep up temps at all. steam boils off and and factories die...
- Thu May 11, 2017 9:46 pm
- Forum: General discussion
- Topic: Accessing the new tutorials when I need them
- Replies: 5
- Views: 2102
Re: Accessing the new tutorials when I need them
Chain signal before crossing, normal signal after. Chain signal relays the normal signal forward, and will prevent a train from stopping /in/ the crossing.
- Thu May 11, 2017 8:24 pm
- Forum: General discussion
- Topic: .15 Expensive Recipe Science costs are inconsistent.
- Replies: 12
- Views: 5403
Re: .15 Expensive Recipe Science costs are inconsistent.
People, you're missing the point that he's mostly talking about the Expensive Recipes setting, and the fact that the packs have wildly varying costs on that setting, because of the various ingredients.