I did improve it to call a fixed number of times (https://github.com/GregorSamsanite/nullius/pull/128) which was a lot better, but as I mentioned it wasn't perfect. Hopefully your improvements can make it smooth!
Edit: checking my own video it seems pretty smooth. Maybe it was suttery with the ...
Search found 17 matches
- Thu Jul 23, 2026 10:06 am
- Forum: Resolved for the next release
- Topic: [2.1.12] Performance regression from 1.1 with calculate_tile_properties
- Replies: 3
- Views: 543
- Thu Jul 23, 2026 9:55 am
- Forum: Bug Reports
- Topic: [Rseding91] [2.1.12] Stuttering when interacting with the tech tree
- Replies: 0
- Views: 160
[Rseding91] [2.1.12] Stuttering when interacting with the tech tree
This happens with latest 2.0 but I've managed to reproduce it with 2.1. It reliably happens with my late game nullius base which makes this quite noticeable, but sadly it went away when I reduce the number of mods in the save file to just Nullius. My investigation tells me that it needs a high time ...
- Tue Jul 21, 2026 5:26 pm
- Forum: Resolved for the next release
- Topic: [2.1.12] Performance regression from 1.1 with calculate_tile_properties
- Replies: 3
- Views: 543
[2.1.12] Performance regression from 1.1 with calculate_tile_properties
In Nullius, shooting an Arboriculture drone makes numerous calls to LuaSurface.calculate_tile_properties . The code that does so remained untouched from what it was at 1.1 era, where it ran fast enough to not cause a significant lag spike.
In latest 2.0, and also latest 2.1, this causes a massive ...
In latest 2.0, and also latest 2.1, this causes a massive ...
- Thu Jun 25, 2026 12:44 pm
- Forum: Resolved Problems and Bugs
- Topic: destroys_dropped_items ignored when default_destroyed_dropped_item_trigger is nil
- Replies: 1
- Views: 539
destroys_dropped_items ignored when default_destroyed_dropped_item_trigger is nil
If a tile has destroys_dropped_items set to true, but default_destroyed_dropped_item_trigger is set to nil, in 2.0 it would delete dropped items just fine. In 2.1 nothing happens.
This is either a regression in 2.1, or something that needs to be documented in the docs (and could be a load-time ...
This is either a regression in 2.1, or something that needs to be documented in the docs (and could be a load-time ...
- Wed Jun 24, 2026 8:42 pm
- Forum: Assigned
- Topic: [raiguard][2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
- Replies: 4
- Views: 1535
Re: [2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
With the Steam Hammer, removing the fluidboxes does nothing.
However just removing the filter for steam in the energy source's fluidbox causes the issue to go away
So this seems somewhat different from Muluna's issue.
However just removing the filter for steam in the energy source's fluidbox causes the issue to go away
So this seems somewhat different from Muluna's issue.
- Wed Jun 24, 2026 8:25 pm
- Forum: Assigned
- Topic: [raiguard][2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
- Replies: 4
- Views: 1535
Re: [2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
This also happens with Moshine Start. There's no fluid indices, but there's an assembling machine with a Fluid Energy source and an fluid box, both passthrough.
06-24-2026, 23-24-57.png
Fluid boxes part of the entity
energy_source = {
type = "fluid",
maximum_temperature = 165,
scale_fluid ...
06-24-2026, 23-24-57.png
Fluid boxes part of the entity
energy_source = {
type = "fluid",
maximum_temperature = 165,
scale_fluid ...
- Tue Oct 29, 2024 6:30 pm
- Forum: Duplicates
- Topic: [2.0.11] Multiplayer Desync
- Replies: 4
- Views: 1331
Re: [2.0.11] Multiplayer Desync
Went ask one of the others what they were doing and turns only just me desynced!
So it's definitely related to ghost actions, potentially undo. At some point one of the other players visited where I was planning things so their robots might have done things.
So it's definitely related to ghost actions, potentially undo. At some point one of the other players visited where I was planning things so their robots might have done things.
- Tue Oct 29, 2024 3:18 pm
- Forum: Duplicates
- Topic: [2.0.11] Multiplayer Desync
- Replies: 4
- Views: 1331
Re: [2.0.11] Multiplayer Desync
Fixed. It's great that I double checked before posting...
- Tue Oct 29, 2024 3:05 pm
- Forum: Duplicates
- Topic: [2.0.11] Multiplayer Desync
- Replies: 4
- Views: 1331
[2.0.11] Multiplayer Desync
No mods.
There was 4 players total with one being the host, at least 2 maybe all 3 other players desynced including me. One player was AFK, I was designing rail blueprints with ghosts in Nauvis with remote view. It happened rather unexpectedly, after rejoining it was just fine.
https://drive ...
There was 4 players total with one being the host, at least 2 maybe all 3 other players desynced including me. One player was AFK, I was designing rail blueprints with ghosts in Nauvis with remote view. It happened rather unexpectedly, after rejoining it was just fine.
https://drive ...
- Thu Oct 24, 2024 8:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.10] Visual bug when technology requires no science packs
- Replies: 1
- Views: 1968
[Genhis][2.0.10] Visual bug when technology requires no science packs
When a technology has an unit cost with no ingredients, selecting it in the tech tree keeps the research cost of the previously selected tech.
When opening the tech tree with that tech selected, an empty ingredients is displayed instead of how long it takes and how many crafts are needed.
It can ...
When opening the tech tree with that tech selected, an empty ingredients is displayed instead of how long it takes and how many crafts are needed.
It can ...
- Tue Oct 10, 2023 9:19 pm
- Forum: 1 / 0 magic
- Topic: [1.1.91][Mod] Linux dedicated server crashes occasionally
- Replies: 1
- Views: 1280
[1.1.91][Mod] Linux dedicated server crashes occasionally
I'm playing a multiplayer session of Space Exploration and my Linux dedicated server is sometimes crashing. This happened quite a few times in a 3-4 hour period, after not hard-crashing for over 250 hours.
There were about 4 players and the most suspicious thing is that 2 players were flying around ...
There were about 4 players and the most suspicious thing is that 2 players were flying around ...
- Fri Jul 17, 2020 10:14 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 96124
Re: Friday Facts #356 - Blueprint library for real
I'm happy you bonded with your son over the game and it managed to help you recover from your low. 
- Fri Jun 07, 2019 12:05 pm
- Forum: Duplicates
- Topic: [0.17.46] Crash when deconstructing while moving in a manual train
- Replies: 5
- Views: 2591
[0.17.46] Crash when deconstructing while moving in a manual train
Steps taken after loading the file to led to crash:
1. Opened the map
2. Placed the T rail intersection blueprint that is on the inventory between two Iron Ore patches to the left of the player
3. Drove the train backwards until it was inside the blueprint and robots started building
4. Replaced a ...
1. Opened the map
2. Placed the T rail intersection blueprint that is on the inventory between two Iron Ore patches to the left of the player
3. Drove the train backwards until it was inside the blueprint and robots started building
4. Replaced a ...
- Sat Mar 09, 2019 3:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.8]/[0.17.9] Linux headless loops while trying to apply update
- Replies: 1
- Views: 3195
[0.17.8]/[0.17.9] Linux headless loops while trying to apply update
Hello!
Using this binary: https://www.factorio.com/get-download/0.17.8/headless/linux64
While trying to apply this update: https://dcdn.factorio.com/updates/core-linux_headless64-0.17.8-0.17.9-update.zip
~/ $ factorio/bin/x64/factorio --apply-update /tmp/core-linux_headless64-0.17.8-0.17.9 ...
Using this binary: https://www.factorio.com/get-download/0.17.8/headless/linux64
While trying to apply this update: https://dcdn.factorio.com/updates/core-linux_headless64-0.17.8-0.17.9-update.zip
~/ $ factorio/bin/x64/factorio --apply-update /tmp/core-linux_headless64-0.17.8-0.17.9 ...
- Fri Jun 01, 2018 10:30 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 107229
Re: Friday Facts #245 - Campaign concept
Regarding the Production vs High-Tech packs, just seeing the tech-tree for what's unlocked by the Production research shows how pointless the split is: it appears you unlock 10 researches, but 4 of then also requires High-Tech.
Never mind that 2 of the unlocked tech is just high-tiered belts and ...
Never mind that 2 of the unlocked tech is just high-tiered belts and ...
- Sun Jan 07, 2018 2:14 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3818
- Views: 2585865
Re: Development and Discussion
Do you plan on ever making petrochen optional for the smelting mod? I really love refining+smelting, but I'd like to lower the complexity of the game a bit.
- Wed Jul 19, 2017 3:35 am
- Forum: Angels Mods
- Topic: Show me yours...
- Replies: 62
- Views: 79079
Re: Show me yours...
Since there are so many good looking bases here, I'll share mine:
http://i.imgur.com/UOD7D46.jpg
Partial overview of the base. It's bot only because last time I played with Bob+Angels the mess was impossible and I half used bots anyway.
http://i.imgur.com/hCUkoom.jpg
Here we have my ore, slug ...
http://i.imgur.com/UOD7D46.jpg
Partial overview of the base. It's bot only because last time I played with Bob+Angels the mess was impossible and I half used bots anyway.
http://i.imgur.com/hCUkoom.jpg
Here we have my ore, slug ...