Search found 160 matches
- Fri Aug 22, 2025 2:57 am
- Forum: Technical Help
- Topic: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
- Replies: 12
- Views: 1118
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
An answer for what?
Guess I should have used the word reply instead of answer :)
I described that the bots are behaving different since the last changes and you replied that the changes now just use more bots if available. In my bot networks that's not the case, I don't have more bots than ...
- Thu Aug 21, 2025 1:31 am
- Forum: Technical Help
- Topic: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
- Replies: 12
- Views: 1118
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
Any chance I get an answer to this or do we just let it go?
- Fri Aug 01, 2025 9:42 pm
- Forum: Technical Help
- Topic: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
- Replies: 12
- Views: 1118
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
I did. The total robots needed should not be any different, but the game will *use* more robots to get jobs done faster if they’re available.
It should, but it doesn't. When the to-do lists for bots were invented I was able to get down bots for my science complexes from 225 to 195.
After the ...
- Fri Aug 01, 2025 2:10 am
- Forum: Technical Help
- Topic: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
- Replies: 12
- Views: 1118
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
I have an idea that might improve performance slightly but I'll have to experiment with it and see what side effects it has.
Did you make any changes to the bots already? Didn't see anything about bots in the changelogs.
But I might have encountered a side effect if you did. I need approx ...
- Mon Dec 16, 2024 12:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.25] Huge UPS drop when building roboports
- Replies: 12
- Views: 2209
Re: Huge UPS drop when building roboports
Looks like you also found https://forums.factorio.com/122121, which looks similar but I don't think is related. Most of your time is spent in gui-render-preparation (45ms, which is... a lot). A screenshot of the issue with show-gpu-time-usage may or may not be useful. A save also may or may not be ...
- Sat Dec 14, 2024 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.25] Huge UPS drop when building roboports
- Replies: 12
- Views: 2209
- Sat Dec 14, 2024 8:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.25] Huge UPS drop when building roboports
- Replies: 12
- Views: 2209
Re: Huge UPS drop when building roboports
Unfortunately I get a http-error when I try to upload the 79MB file.posila wrote: Sat Dec 14, 2024 7:25 pm Thank you for the log. Can you also upload your save, please?
But as I wrote in first comment, the bug is not map-related, I tried several old maps and the roboport shows the same behaviour.
- Sat Dec 14, 2024 6:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.25] Huge UPS drop when building roboports
- Replies: 12
- Views: 2209
Re: Huge UPS drop when building roboports
Sure, here it comes.
pics
- Sat Dec 14, 2024 4:22 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.25] Huge UPS drop when building roboports
- Replies: 12
- Views: 2209
Re: Huge UPS drop when building roboports
Why was my post moved from bugs to technical help?
Does a UPS drop from 50 to 15 for just holding a roboport in hand not quallify as a bug?
Does a UPS drop from 50 to 15 for just holding a roboport in hand not quallify as a bug?
- Sat Dec 14, 2024 4:13 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.25] Huge UPS drop when building roboports
- Replies: 12
- Views: 2209
[Genhis][2.0.25] Huge UPS drop when building roboports
Since one of the last updates I get huge UPS drops whenever I build roboports manually.
I verified on some of my older maps/saves and it's not depending on the map.
Just load a save big enough to have UPS a bit below 60 and try to build/place roboports by hand, you can watch the UPS going down ...
I verified on some of my older maps/saves and it's not depending on the map.
Just load a save big enough to have UPS a bit below 60 and try to build/place roboports by hand, you can watch the UPS going down ...
- Sat Dec 14, 2024 1:38 am
- Forum: Assigned
- Topic: [lou] [2.0.26] FPS drop with blueprint preview (Game render preparation)
- Replies: 6
- Views: 1786
Re: [2.0.20] [Performance] UPS / FPS drop 60 -> 30 Blueprint Preview
My ups goes down to 15 when I only want to place a roboport into my existing base.
I'm curious, could you try to place the same blueprint but without any roboports?
I'm curious, could you try to place the same blueprint but without any roboports?
- Sat Nov 09, 2024 5:15 am
- Forum: Gameplay Help
- Topic: Any way to know how many robots are active since 2.0 debug changes?
- Replies: 0
- Views: 288
Any way to know how many robots are active since 2.0 debug changes?
Verion 2.0 took robots out of the debug view as entities.
Any way to know how much robots are active and how much cpu-time they're consuming?
There's a new item called logistiv manager, but I don't think that represents the bots.
Any way to know how much robots are active and how much cpu-time they're consuming?
There's a new item called logistiv manager, but I don't think that represents the bots.
- Tue Oct 22, 2024 3:44 am
- Forum: Gameplay Help
- Topic: No more modular bases?
- Replies: 3
- Views: 1174
No more modular bases?
As the rockets now return the science packs only to the cargo landing pad,
I guess modular bases (many small bases where everything is produced from scratch on-site) are impossible?
I guess modular bases (many small bases where everything is produced from scratch on-site) are impossible?
- Sun Sep 29, 2024 8:11 am
- Forum: Technical Help
- Topic: Updater error on startup
- Replies: 1
- Views: 350
Re: Updater error on startup
It seems the problem only comes up when I'm running on vpn (Hotspot), but I have no explanation for this behaviour.
- Sat Sep 28, 2024 1:50 am
- Forum: Technical Help
- Topic: Updater error on startup
- Replies: 1
- Views: 350
Updater error on startup
Since today I get an error message when starting the game, I'm the only one?
- Wed Sep 25, 2024 4:17 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 102080
Re: Friday Facts #393 - Putting things on top of other things
The wait-for-full-hand feature for the bulk inserter sounds nice, but why not make that an option for all inserters? Would be very UPS friendly.
- Sun Aug 28, 2022 11:42 pm
- Forum: Technical Help
- Topic: Error loading Mods after update
- Replies: 0
- Views: 795
Error loading Mods after update
I updated from 1.1.31 up to 1.1.68 and now I get this error message:
Any Idea?
EDIT: Downloaded the full Game Package and now its running. Must be a Problem with the Updater.
Any Idea?
EDIT: Downloaded the full Game Package and now its running. Must be a Problem with the Updater.
- Tue Feb 09, 2021 8:05 pm
- Forum: Gameplay Help
- Topic: Help with choosing balance between belt and bots transportation in a blueprint
- Replies: 5
- Views: 2636
Re: Help with choosing balance between belt and bots transportation in a blueprint
1) How bad is this belt spaghetti gonna be along with everything else ups wise?
2) Would it be better to just build 2 smelters for each chip instead of optimizing with 6 to 4?
4) Would it be better to use bots? Bots for everything? Or may be only for the "leftover" chips column? How do I ...
- Tue Feb 09, 2021 7:37 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 277807
Re: Parrallel processing in games & applications
I'm not a programmer, but given the fact that on most mega-bases the bots are the most time consuming items, why wasn't they multithreaded before engine development was called finished? Multithreaded Belts are nice, but don't help any real mega-base.
In short, at any point of the development ...
- Tue Feb 09, 2021 3:40 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 277807
Re: Parrallel processing in games & applications
I'm not a programmer, but given the fact that on most mega-bases the bots are the most time consuming items, why wasn't they multithreaded before engine development was called finished? Multithreaded Belts are nice, but don't help any real mega-base.