it's in the first post if you still need that, forgot to mentionRseding91 wrote: Sun Nov 03, 2024 7:54 pm Thanks for the report however when I try to reproduce this, it doesn't have any slowdown. Is there something extra i need to do? Can you provide a save file in the slowed-down state?
Search found 7 matches
- Tue Nov 05, 2024 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] putting additional ammo in space platform turrets wrecks performance
- Replies: 4
- Views: 790
Re: [2.0.14] putting additional ammo in space platform turrets wrecks performance
- Sun Nov 03, 2024 5:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] putting additional ammo in space platform turrets wrecks performance
- Replies: 4
- Views: 790
[2.0.14] putting additional ammo in space platform turrets wrecks performance
manually put some more ammo in a railgun and FPS/UPS got dunked to 40 (apparently even lower when getting this screenshotted), construction planner was in the 30's
20241103185724_1.jpg
turns out a rocket turret was doing the same but only took up 6 ms or wahtever of construction planner so it was ...
20241103185724_1.jpg
turns out a rocket turret was doing the same but only took up 6 ms or wahtever of construction planner so it was ...
- Fri Aug 28, 2020 7:08 am
- Forum: Pending
- Topic: [1.0.0] Graphics performance drops to 5 FPS with incorrect spidertron paths
- Replies: 11
- Views: 4398
Re: [1.0.0] Graphics performance drops to 5 FPS with incorrect spidertron paths
we've had similar spidertron related performance issues before https://www.reddit.com/r/factorio/comme ... _clearing/
- Sat Aug 01, 2015 4:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [kovarex] Invalid Transport Line Index
- Replies: 5
- Views: 4599
Re: [0.12.2] Invalid Transport Line Index
just got a "invalid transport line index: 5" after trying to remove a splitter which was being fed directly from another splitter, while a fast inserter was taking iron ore out of the splitter being removed. Can't bother reproducing it right now since we're in a multiplayer game
- Fri Jan 09, 2015 9:36 am
- Forum: Multiplayer
- Topic: [0.11.10] MP join times too long because of replay data
- Replies: 4
- Views: 8548
Re: [0.11.10] MP join times too long because of replay data
if this is absolutely what the devs intended, fair enough. Gotta wait for 0.12 and see then. Have a nice day.FishSandwich wrote:0.11 was indended and designed for LAN gameplay, so save file sizes wouldn't have been taken into consideration. I'm sure the devs have plans to shrink the save files
- Thu Jan 08, 2015 11:09 pm
- Forum: Multiplayer
- Topic: [0.11.10] MP join times too long because of replay data
- Replies: 4
- Views: 8548
Re: [0.11.10] MP join times too long because of replay data
so you're saying this is an intended feature and we should rezip every save file without replay.dat?FishSandwich wrote:It's not a bug, and there are steps you can take to alleviate the problem.(which are inside the post you linked)
- Thu Jan 08, 2015 8:33 pm
- Forum: Multiplayer
- Topic: [0.11.10] MP join times too long because of replay data
- Replies: 4
- Views: 8548
[0.11.10] MP join times too long because of replay data
Pretty much this. https://forums.factorio.com/forum/vie ... f=5&t=7862
replay.dat bloats save files to unimaginable levels, and it seems to be sent to players that connect to a multiplayer game.
replay.dat bloats save files to unimaginable levels, and it seems to be sent to players that connect to a multiplayer game.