Search found 65 matches
- Sat Nov 30, 2024 12:01 am
- Forum: Technical Help
- Topic: [2.0.20] [Performance] UPS / FPS drop 60 -> 40 Blueprint Preview
- Replies: 2
- Views: 201
Re: [2.0.20] [Performance] UPS / FPS drop 60 -> 40 Blueprint Preview
I noticed it gets even worse with "Game render preparation" when the blueprint is hovered above a place where it got built already (i.e. hovering-over-empty -> hovering-over-built: 23ms -> 34ms, fps/ups 33 -> 25)
- Tue Nov 19, 2024 8:50 pm
- Forum: Technical Help
- Topic: [2.0.8] Slow multiplayer map downloading speed
- Replies: 11
- Views: 865
Re: [2.0.8] Slow multiplayer map downloading speed
I don't know why exactly, but connecting a VPN fixed the issue. My theory is that the home router doesn't handle UDP that well and VPN makes it route through TCP. You don't know which router messes it up, I'd say its likely not your home router, but some router inbetween you and your server which i...
- Tue Nov 19, 2024 7:43 pm
- Forum: Technical Help
- Topic: FPS drops after a few minutes to slideshow
- Replies: 3
- Views: 232
Re: FPS drops after a few minutes to slideshow
As per post Performance problems and how to report them, your report is not complete.
- Tue Nov 19, 2024 7:41 pm
- Forum: Technical Help
- Topic: [2.0.11] Rendering performance drops on not so big base
- Replies: 1
- Views: 264
Re: [2.0.11] Rendering performance drops on not so big base
As per post Performance problems and how to report them, your report is not complete.
- Tue Nov 19, 2024 5:36 pm
- Forum: Technical Help
- Topic: [2.0.20] [Performance] UPS / FPS drop 60 -> 40 Blueprint Preview
- Replies: 2
- Views: 201
[2.0.20] [Performance] UPS / FPS drop 60 -> 40 Blueprint Preview
Hi, I have a performance problem during big (204x204) blueprint preview (FullHD, AMD 5600x, Nvidia 1660 Super). UPS/FPS go from 60 to 44 in new game (and in my actual game save from 60 to ~35) just by previewing the blueprint. You can find the blueprint in the inventory/hotbar of the save file (Test...
- Tue Nov 19, 2024 4:41 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction blueprint (position-aware)
- Replies: 1
- Views: 97
Re: Deconstruction blueprint (position-aware)
"Empty space request" for blueprints as mentioned by kovarex here is similar to what I suggested here, but deconstruction blueprints / or elements marked for deconsturction inside a blueprint would remove if element + orientation match. With rail replanning, maybe there can be a way to hav...
- Tue Nov 05, 2024 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction vs ghost placement
- Replies: 2
- Views: 137
Re: Deconstruction vs ghost placement
In case you didn't know, one can cancel deconstruction orders with [Shift]-[Deconstruction planner] on the entity https://wiki.factorio.com/Deconstruction_planner#Cancelling_deconstruction_orders I do know that. With bigger blueprints and multiple spread out partly overlapping areas its not that si...
- Mon Nov 04, 2024 11:40 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction blueprint (position-aware)
- Replies: 1
- Views: 97
Deconstruction blueprint (position-aware)
My idea: Blueprints which deconstructs every matching real item it has inside. Add it either: - as right-click action - as a mode to enable with a button press - a toggle inside the blueprint's editor (toggle should change color of the blueprint from blue to purple or so) This can help with large fa...
- Mon Nov 04, 2024 11:38 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction vs ghost placement
- Replies: 2
- Views: 137
Deconstruction vs ghost placement
Allow ghost placement (blueprint) to cancel deconstruction of same element on same position.
To me this sounds like a no-brainer, but for it to be missing I suppose there are valid reasons.
So add it with a modifier key or toggle option in settings.
To me this sounds like a no-brainer, but for it to be missing I suppose there are valid reasons.
So add it with a modifier key or toggle option in settings.
- Sat Nov 02, 2024 10:45 pm
- Forum: Implemented Suggestions
- Topic: Return sandbox mode back to the game.
- Replies: 13
- Views: 8491
Re: Return sandbox mode back to the game.
I dont remember featurs of sandbox mode, but atm im using Creative Mod with cheat mode, instant blueprint, instant deconstruction and god mode enabled in "personal cheats" and feel quite comfortable in planning.
- Sat Nov 02, 2024 10:34 pm
- Forum: Ideas and Suggestions
- Topic: Options to freezes blueprint before placement to check positioning
- Replies: 1
- Views: 62
Re: Options to freezes blueprint before placement to check positioning
Often you can place them in map view easier as you can scroll out more.
Overlapping things are shown in blue.
Is this "workaround" suitable for your use cases?
Overlapping things are shown in blue.
Is this "workaround" suitable for your use cases?
- Thu Oct 31, 2024 7:45 pm
- Forum: Duplicates
- Topic: [2.0.13] Umlaut search is case-sensitive
- Replies: 2
- Views: 74
[2.0.13] Umlaut search is case-sensitive
Umlaut search seems to be case-sensitive. Experienced it with the following example, and seems to be the similar for the other 3 german-specifc characters [äöüß vs ÄÖÜẞ]: Language: German Searching for "ö", shows: factorio_8U8VPaYJB5.png Searching for "Ö" shows: factorio_RQXI2o2R...
- Thu Oct 31, 2024 11:55 am
- Forum: Technical Help
- Topic: __level__/freeplay.lua:197: attempt to index global 'global' (a nil value)
- Replies: 2
- Views: 301
Re: __level__/freeplay.lua:197: attempt to index global 'global' (a nil value)
For me, the scenario folder can only be found inside the game install dir, not in the appdata folder, and its freeplay.lua has no "global" inside
- Mon Sep 16, 2024 11:46 am
- Forum: Development Proposals
- Topic: Nintendo Switch version feedback
- Replies: 81
- Views: 36613
Re: Nintendo Switch version feedback
Greetings everyone. Been playing this game for a couple of months and having a blast. At the time of purchase, I had no functioning computer and opted for buying the Nintendo Switch version of the game. Later on I found out that the Space Age DLC and 2.0 version were on their way. I was excited but...
- Sat Jul 13, 2024 4:41 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 22728
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
@Twinsen: Have you considered that inserters start missing items passing by on belts when they are low on power? This is actually a fail mechanic where the factory will start working in a strange and unpredictable manner or even grind to a total halt in some circumstances while being underpowered. ...
- Fri May 10, 2024 4:39 pm
- Forum: Technical Help
- Topic: Specific version
- Replies: 5
- Views: 1425
Re: Specific version
At the bottom of the Factorio.com download page is a gray button that says "Download older releases..." and brings you here: https://factorio.com/download/archive/ That said, I don't think your issue is version related, as all 1.1.x versions are able to port up blueprints from as far back...
- Wed Feb 07, 2024 11:51 pm
- Forum: Pending
- Topic: [1.1.101] Crash saving (Inserter::save)
- Replies: 2
- Views: 521
Re: [1.1.101] Crash saving (Inserter::save)
Oh, well that might be a possibility. Feel free to close this.
- Wed Feb 07, 2024 6:17 pm
- Forum: Pending
- Topic: [1.1.101] Crash saving (Inserter::save)
- Replies: 2
- Views: 521
[1.1.101] Crash saving (Inserter::save)
I was going to report sudden power outage (solar panels suddenly providing much less power during day) when I had to leave the pc, forgot to pause and it turned into a crash after a couple autosaves (latest autosave also attached). The power outage has fixed itself after reopening the save. I hope t...
- Sun Apr 23, 2023 10:02 pm
- Forum: Development Proposals
- Topic: Nintendo Switch version feedback
- Replies: 81
- Views: 36613
Re: Nintendo Switch version feedback
Perhaps this would be a chance for the devs to pick out a few highlight mods to put on the E-store as free purchases, which might allow them to bypass the storage limits? I know other games exceed that limit significantly. I think this would not work for most mods that adds images or animations in ...
- Sun Apr 16, 2023 3:49 am
- Forum: Ideas and Suggestions
- Topic: allow inserters to overfill into locked slots
- Replies: 2
- Views: 1010
Re: allow inserters to overfill into locked slots
I fail to see how this is a problem for multi-item trains