Search found 208 matches
- Mon Feb 24, 2025 9:26 pm
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
Even if you use "horizontal", you can have situations where you have "many slow platforms" or "few fast platforms" to achieve the same result and it's not easy to guess only with intuition which is better for UPS.
I don't think the developers like having one answer, as beacon spam was weakened ...
- Fri Feb 21, 2025 9:58 pm
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
I already understand your points very well.
I think the reasonning "asteroids staying in space for longer period of time increases asteroid time and lowers UPS" is correct.
I think that the long horizontal shape would be more UPS efficient but haven't run any precise test.
In the end, it is ...
I think the reasonning "asteroids staying in space for longer period of time increases asteroid time and lowers UPS" is correct.
I think that the long horizontal shape would be more UPS efficient but haven't run any precise test.
In the end, it is ...
- Mon Feb 17, 2025 6:28 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
Width and Speed the biggest design factors affecting Asteroid generation rates - the narrower your ship, the less Asteroids will be spawned overall. The faster you travel, the more Asteroids per second that you will encounter.
I have found that Triangular ships leave the Asteroids “alive” for ...
- Mon Feb 17, 2025 4:57 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
Would RemoveParticles mods be a good idea to offer as an official option, but is there little demand for it?
Also, when switching screens, I would expect that the calculation is always done because there has to be an animation in the middle of the shattering process, but it would be nice to have an ...
Also, when switching screens, I would expect that the calculation is always done because there has to be an animation in the middle of the shattering process, but it would be nice to have an ...
- Mon Feb 17, 2025 4:50 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
Entirely possible, I don't see anything on the forum (other than this thread) for a search of "demolisher particle" though.
I tried to search too but couldn't find it, nor in the discord, i do remember it lasted only during 1 version, and i posted screenshot of the time usage of the same ...
- Mon Feb 17, 2025 4:30 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
Pretty sure particles are part of game state so they are always simulated and cost cpu time even if their rendering is disabled in graphics settings. To truly get rid of particles you need a mod.
https://mods.factorio.com/mod/RemoveAsteroidParticles
https://mods.factorio.com/mod ...
- Sun Feb 02, 2025 6:33 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
I don't recall that impacting particle time, but that was https://forums.factorio.com/120275, which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)
Interesting report, I used the command to annihilate enemies in ...
- Sat Feb 01, 2025 8:27 pm
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
Is there any good way to reduce particle update?
I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.
I remember there was a version of the game that was causing high usage of ...
- Sat Feb 01, 2025 6:22 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
Is there any good way to reduce particle update?
I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.
I remember there was a version of the game that was causing high usage of ...
- Sat Feb 01, 2025 6:17 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
Re: How can I reduce particle update
I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.
My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?
I assume that's a drawing ...
- Sat Feb 01, 2025 4:05 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1512
How can I reduce particle update
I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.
My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?
I assume that's a drawing ...
My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?
I assume that's a drawing ...
- Fri Jan 31, 2025 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 8548
Re: Gleba science pack research micronmanagement solution
Since the amount of research is currently floating rather than integer, should the amount of research be increased immediately rather than proceeding with a prod bar?
I'm fairly certain that this is already how it is. Unlike any other entity (where you get an extra product when the ...
- Wed Jan 29, 2025 10:54 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 133
- Views: 30777
Re: Space Platforms
That is awesome. I wondered if a wedge or pyramid would be optimal. Curious what is the capacity and how quickly is it filled by the wedge setup?
In terms of UPS optimization, I expect a sharp wedge shape is better. For UPS optimization, I try to minimize promethium take-up as much as possible ...
- Wed Jan 29, 2025 9:48 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 133
- Views: 30777
Re: Space Platforms
My promethium ship. 32k tons.
Two ships run alternately to handle 30kspm.
It will turn around at about 550,000 km. At that time the operation is heaviest and UPS drops to about 35.
/screenshot 2500 3500 0.1
screenshot-tick-399953803.png
my cargo ship
Factorio_1377_12_0_34403238979872222.png ...
Two ships run alternately to handle 30kspm.
It will turn around at about 550,000 km. At that time the operation is heaviest and UPS drops to about 35.
/screenshot 2500 3500 0.1
screenshot-tick-399953803.png
my cargo ship
Factorio_1377_12_0_34403238979872222.png ...
- Wed Jan 29, 2025 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Factory information is off screen.
- Replies: 7
- Views: 712
Re: Factory information is off screen.
Uncheck this:
EntityTooltips.png
That's a good solution. I have tried several and everything shows up in screen.
Thank you.
Another option is that you can uncheck that and set the "Tooltip delay" (or "Entity tooltip delay", I forget) slider to "Never" (all the way to the right). Then ...
- Wed Jan 29, 2025 8:48 am
- Forum: Ideas and Suggestions
- Topic: Factory information is off screen.
- Replies: 7
- Views: 712
Re: Factory information is off screen.
That's a good solution. I have tried several and everything shows up in screen.
Thank you.
- Wed Jan 29, 2025 7:03 am
- Forum: Ideas and Suggestions
- Topic: Factory information is off screen.
- Replies: 7
- Views: 712
Re: Factory information is off screen.
I have the same problem.
Specifically, the problem is that the storage row goes off the screen.
These are very important information.
Space Age has too many items to display on the right side.
Please make it possible to fold up unnecessary items.
Note that I use the shortcuts-ick mod and hide ...
Specifically, the problem is that the storage row goes off the screen.
These are very important information.
Space Age has too many items to display on the right side.
Please make it possible to fold up unnecessary items.
Note that I use the shortcuts-ick mod and hide ...
- Wed Jan 29, 2025 3:39 am
- Forum: Ideas and Suggestions
- Topic: Cargo landing pads should act more like buffer chests
- Replies: 18
- Views: 1951
Re: Cargo landing pads should act more like buffer chests
I use requester chests in such cases.
Buffer chests are used to store the specified items.
It is not to be used to retrieve needed items.
So you could just use passives, storages, and requesters if you aren't actually interested in using buffer chests to buffer...?
If I am not interested in ...
- Wed Jan 29, 2025 3:28 am
- Forum: Ideas and Suggestions
- Topic: Cargo landing pads should act more like buffer chests
- Replies: 18
- Views: 1951
Re: Cargo landing pads should act more like buffer chests
As someone who generally plays without logistic bots: I use passive providers on every assembler output in my mall, storage generally just for deconstruction, and don't use the other three. So can't agree with you there.
While this story may seem somewhat off-topic, I mention it because it is ...
- Wed Jan 29, 2025 3:21 am
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 8548
Re: Gleba science pack research micronmanagement solution
I have generally read through the content of this thread.
Simply put, the research UI remains outdated, despite Space Age's increased research options.
My save is endgame stage, researching research prod 77.
At this stage, you would be tempted to switch research with or without Agri SP and with or ...
Simply put, the research UI remains outdated, despite Space Age's increased research options.
My save is endgame stage, researching research prod 77.
At this stage, you would be tempted to switch research with or without Agri SP and with or ...