Search found 156 matches
- 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: 1303
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: 1303
- 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: 1303
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: 1303
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: 1303
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: 1303
[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: 5
- Views: 1025
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: 233
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: 900
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: 265
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: 265
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: 83748
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: 691
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: 2303
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: 254299
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: 254299
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.
- Sun Feb 07, 2021 10:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle
- Replies: 6
- Views: 4107
[kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle
When changing personal logistic requests, and you hit ENTER to confirm, it doesn't confirm the logistic request but instead it makes you enter or leave a vehicle when you're near to one.
Untitled.png
I am used to change the numbers and hit ENTER twice to confirm and exit the window. But it doesn ...
Untitled.png
I am used to change the numbers and hit ENTER twice to confirm and exit the window. But it doesn ...
- Sat Feb 06, 2021 5:20 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 207245
Re: Friday Facts #365 - Future plans
Factorio is the best Game I ever bought, gave me much more bang for my bucks than any other game before.
I have faith in Kovarex that he's going into the right direction, so whatever you will sell next, I buy it.
I have faith in Kovarex that he's going into the right direction, so whatever you will sell next, I buy it.
- Mon Feb 01, 2021 8:05 pm
- Forum: Gameplay Help
- Topic: Assambler output blocking input with clocked inserters
- Replies: 8
- Views: 3875
Re: Assambler output blocking input with clocked inserters
Is using a clocked stack filter inserter still ups-friendlier than a normal stack inserter? I thought that had changed?
- Sun Jan 31, 2021 8:48 pm
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 29920
Re: Nerf the Portable Fusion Reactor?
I constantly run out of energy when building larger blueprints, even with 3 PFR and ~8 Batteries.
If the PFR gets nerfed it wouldn't be any fun to play anymore.
If the PFR gets nerfed it wouldn't be any fun to play anymore.