Mode Based(?) Low Fps
I don't understand much from this screen. My fps is way below normal, I think it's because of the mod. But I don't know exactly the real reason. Could you interpret the screen for me?
Search found 182 matches
- Sat Aug 27, 2022 4:26 pm
- Forum: Technical Help
- Topic: Mode Based(?) Low Fps
- Replies: 2
- Views: 672
- Fri Jul 15, 2022 2:39 pm
- Forum: Modding help
- Topic: Space E. mod and (+ many mods) loading error.
- Replies: 3
- Views: 721
Re: Space E. mod and (+ many mods) loading error.
You probably have dectorio installed. If so, then load it by itself and turn off all the tiles that it adds, in mod settings. If it’s isn’t dectorio causing the problem then it might be asphalt roads. Thank you very very very much, my friend. You are great. Problem solved. But why am I getting such...
- Fri Jul 15, 2022 2:21 pm
- Forum: Modding help
- Topic: Space E. mod and (+ many mods) loading error.
- Replies: 3
- Views: 721
- Tue Jul 05, 2022 4:02 am
- Forum: Gameplay Help
- Topic: Oddity in Belt Efficiency
- Replies: 11
- Views: 2186
Re: Oddity in Belt Efficiency
The output of 3 copper cable assemblers is able to fill one red belt lane completely if perfectly compressed. However, if you just output 3 assemblers in a row to one belt lane, the 3rd output will stall, because the belt is 2/3 full and items are not moving fast enough to always get a gap for the ...
- Mon Jul 04, 2022 5:58 pm
- Forum: Gameplay Help
- Topic: Oddity in Belt Efficiency
- Replies: 11
- Views: 2186
Re: Oddity in Belt Efficiency
What I see with the third copper wire assembling machine on the north row is: The output inserter is often delayed in placing items due to items already on the belt. Sometimes, this delay is sufficiently long that the assembling machine stops because its output is full. This inevitably "loses&...
- Mon Jul 04, 2022 4:42 pm
- Forum: Gameplay Help
- Topic: Oddity in Belt Efficiency
- Replies: 11
- Views: 2186
Re: Oddity in Belt Efficiency
What you write is very theoretical. My guess is that the last inserters have to wait for some room on the belt to drop the cables. So they don't swing as often as you would think, and the AM3 that produce cables wait for the inserters to take cables out for too long. I would : - either add a stack ...
- Mon Jul 04, 2022 4:21 pm
- Forum: Gameplay Help
- Topic: Oddity in Belt Efficiency
- Replies: 11
- Views: 2186
Re: Oddity in Belt Efficiency
What you write is very theoretical. My guess is that the last inserters have to wait for some room on the belt to drop the cables. So they don't swing as often as you would think, and the AM3 that produce cables wait for the inserters to take cables out for too long. I would : - either add a stack ...
- Mon Jul 04, 2022 4:00 pm
- Forum: Gameplay Help
- Topic: Oddity in Belt Efficiency
- Replies: 11
- Views: 2186
Re: Oddity in Belt Efficiency
Have you tried letting the copper cable belt back up first, and then allow the red circuit assemblers to start picking it up? It might have the capability, but because the margins are so incredibly tight it will take forever to reach equilibrium, because the first assemblers' buffers need to be fil...
- Sun Jul 03, 2022 11:28 pm
- Forum: Gameplay Help
- Topic: Oddity in Belt Efficiency
- Replies: 11
- Views: 2186
Oddity in Belt Efficiency
https://i.hizliresim.com/8wh4mhq.png https://i.hizliresim.com/69r81po.png I've asked similar questions before, and they've been asked. But I really don't get it. For example, in the past, situations such as austerity were mentioned regarding the problem I will talk about... But there is a much more...
- Sun Jul 03, 2022 8:32 pm
- Forum: Gameplay Help
- Topic: Destroyed buildings remain as ghosts
- Replies: 9
- Views: 3598
Re: Destroyed buildings remain as ghosts
There’s an effect in the construction robot tech that unlocks that. If you haven’t researched it yet, then that could actually be your issue. https://i.hizliresim.com/kf3fzo3.png Thank you very much, you were right, it worked when I wrote the code that activates all the searches. Is this really my ...
- Sun Jul 03, 2022 8:07 pm
- Forum: Gameplay Help
- Topic: Destroyed buildings remain as ghosts
- Replies: 9
- Views: 3598
Re: Destroyed buildings remain as ghosts
Unless someone else knows the answer off the top of their head, your best bet is to disable half the list, load a save, then destroy something and see if that fixes it. If not, switch which half are enabled/disabled and try again. Once you know which half of the mods is causing the problem, try it ...
- Sun Jul 03, 2022 8:04 pm
- Forum: Gameplay Help
- Topic: Destroyed buildings remain as ghosts
- Replies: 9
- Views: 3598
Re: Destroyed buildings remain as ghosts
Unless someone else knows the answer off the top of their head, your best bet is to disable half the list, load a save, then destroy something and see if that fixes it. If not, switch which half are enabled/disabled and try again. Once you know which half of the mods is causing the problem, try it ...
- Sun Jul 03, 2022 5:42 pm
- Forum: Gameplay Help
- Topic: Destroyed buildings remain as ghosts
- Replies: 9
- Views: 3598
- Sun Jul 03, 2022 4:20 pm
- Forum: Gameplay Help
- Topic: Destroyed buildings remain as ghosts
- Replies: 9
- Views: 3598
Destroyed buildings remain as ghosts
Normally, the ghost of exploding destroyed buildings used to remain. Robots could rebuild in the same way. But a mod that I don't know which one is preventing it. Buildings are completely destroyed, ghost installation does not occur. My mod list is attached. Any idea what mod could be causing the pr...
- Fri Jul 01, 2022 8:16 pm
- Forum: Technical Help
- Topic: my game mods/saves don't see it. (available on file)
- Replies: 7
- Views: 1525
- Thu Jun 30, 2022 1:05 pm
- Forum: Technical Help
- Topic: my game mods/saves don't see it. (available on file)
- Replies: 7
- Views: 1525
Re: my game mods/saves don't see it. (available on file)
https://wiki.factorio.com/Application_directory should have the information you want. Mind if I ask: why do you not have your games/programs on the SSD? If you don't have your games/programs on the SSD what do you have on it? The whole idea of the SSD is anything you put on it is fast... so if you ...
- Sat Jun 25, 2022 3:44 pm
- Forum: Balancing
- Topic: Military Requirements for Success
- Replies: 1
- Views: 1409
Military Requirements for Success
To get game achievements peace mode off Enemy base open (min. 75% size) These are reasonable CONDITIONS. But I turned off EXPANSION-EVOLUTION-POLLUTION completely in order not to deal with enemies in my fun game that I opened to achieve 100% success. Specifically, I haven't received any attacks in 4...
- Mon Jun 20, 2022 11:40 pm
- Forum: Technical Help
- Topic: my game mods/saves don't see it. (available on file)
- Replies: 7
- Views: 1525
Re: my game mods/saves don't see it. (available on file)
https://wiki.factorio.com/Application_directory should have the information you want. Mind if I ask: why do you not have your games/programs on the SSD? If you don't have your games/programs on the SSD what do you have on it? The whole idea of the SSD is anything you put on it is fast... so if you ...
- Mon Jun 20, 2022 10:54 pm
- Forum: Technical Help
- Topic: my game mods/saves don't see it. (available on file)
- Replies: 7
- Views: 1525
Re: my game mods/saves don't see it. (available on file)
No one really knows! I don't want to send 245 mod to my 120gb c disk. I want it to be on my d disk (where the game is installed) as before. Can you help me please?
- Mon Jun 20, 2022 8:48 pm
- Forum: Technical Help
- Topic: my game mods/saves don't see it. (available on file)
- Replies: 7
- Views: 1525
Re: my game mods/saves don't see it. (available on file)
I guess (actually definitely) C:\Users\Asus\AppData\Roaming\Factorio If I send it to this directory, the game will see the relevant files (mod and save games). But before, it was seeing the files directly from my d disk, where the game was installed. (D:\Game\Steam Installation\steamapps\common\Fact...