We fixed the performance issue for us using this admin tool and hiding explored parts of the map. Segmented unit time use went from 6 ms to 0.09.
https://mods.factorio.com/mod/Delete-Ch ... rom=search
Search found 21 matches
- Sun Dec 01, 2024 8:58 pm
- Forum: Duplicates
- Topic: [StrangePan][2.0.21] SegmentedUnit very high CPU usage
- Replies: 14
- Views: 1883
- Sun Dec 01, 2024 8:40 pm
- Forum: Duplicates
- Topic: [StrangePan][2.0.21] SegmentedUnit very high CPU usage
- Replies: 14
- Views: 1883
Re: [2.0.21] SegmentedUnit very high CPU usage
same thing for me. wanted to make a thread but found this after looking up segmented unit.
I'm playing a game with an acquaintance.
We swap save files and host the saves on either computer, depending on who starts first.
Up until a few days back, either person could host the game without issue ...
I'm playing a game with an acquaintance.
We swap save files and host the saves on either computer, depending on who starts first.
Up until a few days back, either person could host the game without issue ...
- Fri Oct 21, 2022 8:01 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 127071
Re: [MOD 0.16] Realistic Reactors
Is there any place to submit fixes or suggestions ?
This mod breaks recipes for many others that use nuclear reactors, there's an easy fix that runs as the end and fixes them to use the new RR mod item.
This mod breaks recipes for many others that use nuclear reactors, there's an easy fix that runs as the end and fixes them to use the new RR mod item.
- Sun Dec 15, 2019 9:52 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393861
Re: [MOD 0.13.17+] Rampant
You can't change unit properties after game start, add or remove resistances ?The biggest problem is you have to pre-generate all of the units.
- Thu Nov 28, 2019 10:55 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393861
Re: [MOD 0.13.17+] Rampant
How quickly would you want them to adapt?
Should be variable, depending on some difficulty preset.
But suppose if they send two waves and they do very little damage each to non-wall structures, the next wave would include biters with some resistances to the most common causes of deaths in the ...
Should be variable, depending on some difficulty preset.
But suppose if they send two waves and they do very little damage each to non-wall structures, the next wave would include biters with some resistances to the most common causes of deaths in the ...
- Sat Nov 23, 2019 5:34 pm
- Forum: Gameplay Help
- Topic: Easiest way to to know energy storage/production for laser turrents
- Replies: 3
- Views: 2016
Re: Easiest way to to know energy storage/production for laser turrents
Wiki is your friend:
https://wiki.factorio.com/Laser_turret
Allegedly, a turret consumes 1.2MW when shooting, but this iirc increases with upgrades. If that's correct, you'd need 4 accumulators per expected active turret to keep up with demand for a while, by rough calculation ~20 seconds of ...
https://wiki.factorio.com/Laser_turret
Allegedly, a turret consumes 1.2MW when shooting, but this iirc increases with upgrades. If that's correct, you'd need 4 accumulators per expected active turret to keep up with demand for a while, by rough calculation ~20 seconds of ...
- Sat Nov 23, 2019 5:14 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 254699
Re: Uranium Power
To those who are missing this mod:
There's the realistic reactor mod that adds a certain degree of complexity, as in, you'll probably have a few reactor melt down, and I don't think running a reactor without circuit log is doable at all. It also integrates with some mod I haven't tried yet that ...
There's the realistic reactor mod that adds a certain degree of complexity, as in, you'll probably have a few reactor melt down, and I don't think running a reactor without circuit log is doable at all. It also integrates with some mod I haven't tried yet that ...
- Thu Nov 21, 2019 1:36 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 127071
Re: [MOD 0.16] Realistic Reactors
...
There's a small issue with the mod; if you use it together with mods that add items that use the basemod nuclear reactor as ingredient, and have the vanilla reactor disabled so it's easy power generation won't tempt you, the recipes don't work.
To a dip a toe into lua, I wrote a small fix ...
- Sun Nov 17, 2019 3:13 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 127071
Re: [MOD 0.16] Realistic Reactors
This is a great mod.
One of the best. Really deserves to be in vanilla.
Only shame is we don't have one which would use the game's temperature of fluid property and eliminate the heat pipes. I mean, heat exchangers that would use hot water from the reactor passing through them. Doesn't seem too ...
One of the best. Really deserves to be in vanilla.
Only shame is we don't have one which would use the game's temperature of fluid property and eliminate the heat pipes. I mean, heat exchangers that would use hot water from the reactor passing through them. Doesn't seem too ...
- Tue Nov 05, 2019 5:49 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393861
Re: [MOD 0.13.17+] Rampant
This mod is amazing. The biters are really quite annoying and unless you have a complete perimeter they will find a way in. Late game enemy variety is quite something, and those big boys with 3k hp and large resistances.
Has a few weaknesses, such as biters never learning not to run into nerve gas ...
Has a few weaknesses, such as biters never learning not to run into nerve gas ...
- Mon Sep 09, 2019 11:10 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393861
Re: [MOD 0.13.17+] Rampant - 0.17.28
No idea why it shouldn't, it's purely AI scripting change.
- Mon Sep 02, 2019 1:23 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 40450
Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.18
High-explosive landmines destroying each other; bug or feature ?
They also explode before the enemy reaches them, greatly diminishing their utility. (I can provide video of that)
EDIT: I took a look at the actual mod, tweaked the landmine detonation range. Now they're even better.
Trying to ...
They also explode before the enemy reaches them, greatly diminishing their utility. (I can provide video of that)
EDIT: I took a look at the actual mod, tweaked the landmine detonation range. Now they're even better.
Trying to ...
- Fri Jun 07, 2019 5:05 pm
- Forum: PyMods
- Topic: What py alien life gonna do ?
- Replies: 6
- Views: 3795
Re: What py alien life gonna do ?
Annoyed >> bored to tears.Hellatze wrote: Mon May 27, 2019 1:24 pm Adding more enemy ?
I never turn on enemt because they are so damm annoying.
- Wed May 29, 2019 7:39 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 240179
Re: [0.17.x] Bob's Mods: General Discussion
Apparently you can use it for net power generation. I'll try to measure it.Although you can burn wood as fuel, that's not the intended use for it.
- Wed May 29, 2019 7:14 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 240179
Re: [0.17.x] Bob's Mods: General Discussion
Are greenhouses/algae supposed to be that way by rule of cool, or should they be rectified as to not be useful for power production:
https://physics.stackexchange.com/questions/109739/is-plant-photosynthesis-more-efficient-than-solar-panels
IRL, best crops you can get give you ~10x less energy ...
https://physics.stackexchange.com/questions/109739/is-plant-photosynthesis-more-efficient-than-solar-panels
IRL, best crops you can get give you ~10x less energy ...
- Wed May 29, 2019 6:47 am
- Forum: Implemented Suggestions
- Topic: Search function for inventory - especially containers and chests
- Replies: 7
- Views: 4041
Re: Search function for inventory
This please.
Looking for items in these big modded silos is crazy.
Looking for items in these big modded silos is crazy.
- Wed May 01, 2019 8:52 am
- Forum: Mods
- Topic: [MOD 0.17] Lane Balancer 0.0.2
- Replies: 5
- Views: 2246
Re: [MOD 0.17] Lane Balancer 0.0.2
Your mod has some sort of bug, so it was taking up 2x more time per frame as Rampant AI trying to wreck our day, with maybe... 12 balancers in use.
.355 vs .18 for rampant AI, most mods were using .01-05 ..
.355 vs .18 for rampant AI, most mods were using .01-05 ..
- Mon Apr 15, 2019 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Comprehensive overview of how artillery could be implemented
- Replies: 4
- Views: 5273
Re: Comprehensive overview of how artillery could be implemented
Necromancing this as I want to ask: is there a mod that removes the pinpoint accuracy of artillery, and makes it more realistic ?
It's too good as it exists. And I can't find one.
It's too good as it exists. And I can't find one.
- Tue Mar 26, 2019 6:02 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 40450
Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.4
Assuming stealing borrowing some tank/car graphic from another mod is infeasible, partially coloring these sprites would help make them look better. Make them look like the basic ones, but with certain parts differently colored. Like in the Tech tree.
Let me know if the 0.17.5 looks better to ...
- Fri Mar 22, 2019 9:11 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 40450
Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.4
Assuming stealing borrowing some tank/car graphic from another mod is infeasible, partially coloring these sprites would help make them look better. Make them look like the basic ones, but with certain parts differently colored. Like in the Tech tree.