Search found 46 matches
- Mon Jul 04, 2022 6:36 pm
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
Keep in mind, all the stats listed there were more so for the devs to use that they made available to us. Also, they are ultimately just stats… they don’t have any actual affect on the end result aside from a possible slowdown for the extra code it runs when enabled (ie, even if the total entity up...
- Mon Jul 04, 2022 6:34 pm
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
Eh sorry i mean bugs. Aliens. Enemies. Too much starcraft.
- Mon Jul 04, 2022 4:49 pm
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
- Mon Jul 04, 2022 8:40 am
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
That is the turrets thing. Not all turrets are in the per-entity-update-times; some are only active when there are enemies nearby to be shot at. ok removed pollution removed zerg and removed all 16k lazers on the map 36000 ups entity update 21000 counting individually all entities inside entity tim...
- Sun Jul 03, 2022 1:16 am
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
Also yesterday was looking at it again with 15 fps base is running at 50000 ms and entity update only has stuff adding up to 30000. Again there is a 40% deficit somewhere Entity update is just entities. There are a lot more things that take time also listed in the show-time-usage section. yes i und...
- Sat Jul 02, 2022 8:29 pm
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
Also yesterday was looking at it again with 15 fps base is running at 50000 ms and entity update only has stuff adding up to 30000. Again there is a 40% deficit somewhere
- Sat Jul 02, 2022 8:22 pm
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
The entity update times shown are for the surface you're currently on. For modded that can be multiple surfaces. hmmm since i am not running any mods shouldnt they be equal? "time usage - entity update" 18000 and "entity time usage" 10000? thanks for ur time Looking into it more...
- Sat Jul 02, 2022 4:31 am
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
hmmm since i am not running any mods shouldnt they be equal? "time usage - entity update" 18000 and "entity time usage" 10000?
thanks for ur time
- Fri Jul 01, 2022 5:53 am
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
bump
any1 has any idea wtf is this ? is it a bug?
any1 has any idea wtf is this ? is it a bug?
- Fri Jul 01, 2022 5:52 am
- Forum: Gameplay Help
- Topic: switch modules from dead last to be first
- Replies: 1
- Views: 837
Re: switch modules from dead last to be first
i just added some blueprints and it took 1:30 hours after the construction finished for the modules to be added basically the game had to go through the while assigment queue wich was like quarter of a million pavement (2nd priority) in order to reach the modules i understand that modules cannot be ...
- Sun May 29, 2022 1:00 am
- Forum: Gameplay Help
- Topic: switch modules from dead last to be first
- Replies: 1
- Views: 837
switch modules from dead last to be first
ok so the way i understanding it factorio has 3 distinct construction queues 1 for stuff 2 for landfill stone concrete refined hazardus 3 for deconttruction sort of 4 for modules assuming u got stuff and bots 1 will go first if u have available bots but not stuff it will start doing pave4ment when i...
- Sun Apr 17, 2022 7:42 pm
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
Re: some help with entity update. screenshot provided
Anybody knows?
- Mon Mar 21, 2022 9:43 pm
- Forum: Technical Help
- Topic: some help with entity update. screenshot provided
- Replies: 19
- Views: 3599
some help with entity update. screenshot provided
so here is the entity update if u do some calculations total is around 10000 however when grouped says 18000 ms am i missing something? i am not asking about the total break down 26 i am asking about entity update thats why i put a circle in it in big red that says 18000 now if u take the next scree...
- Tue Mar 08, 2022 5:25 pm
- Forum: Not a bug
- Topic: add tag on map dissapear
- Replies: 13
- Views: 2684
Re: add tag on map dissapear
I am pretty sure i used the “hide all map command” not the “destroy all hidden chinks” command ####%%%############# /c local surface = game.player.surface local force = game.player.force for chunk in surface.get_chunks() do force.unchart_chunk({x = chunk.x, y = chunk.y}, surface) end ##############...
- Tue Mar 08, 2022 4:35 pm
- Forum: Not a bug
- Topic: add tag on map dissapear
- Replies: 13
- Views: 2684
Re: add tag on map dissapear
yeap that was it if i use the clear map command the tags are all destroyed is this intended? :( Tags are on the chart per-chunk so if the chunk is deleted the chart for that chunk is also removed and subsequently the tags on that chunk. If you're deleting the chart that will also also delete the ta...
- Tue Mar 08, 2022 12:42 pm
- Forum: Not a bug
- Topic: add tag on map dissapear
- Replies: 13
- Views: 2684
Re: add tag on map dissapear
no mods no multiplayer sorry for the late answer need to find enable notifications in email do tags are saved in a different file like blueprints? maybe i moved the save into a different computer or something They aren't. Are you using any lua commands? yeap that was it if i use the clear map comma...
- Tue Mar 08, 2022 3:17 am
- Forum: Not a bug
- Topic: add tag on map dissapear
- Replies: 13
- Views: 2684
Re: add tag on map dissapear
Hmmmmmmm
Maybe thats it. I was using commands to remove pollution and shrink the map. Will do some tests tomorrow
Maybe thats it. I was using commands to remove pollution and shrink the map. Will do some tests tomorrow
- Tue Mar 08, 2022 1:11 am
- Forum: Not a bug
- Topic: add tag on map dissapear
- Replies: 13
- Views: 2684
Re: add tag on map dissapear
no mods
no multiplayer
sorry for the late answer need to find enable notifications in email
do tags are saved in a different file like blueprints? maybe i moved the save into a different computer or something
no multiplayer
sorry for the late answer need to find enable notifications in email
do tags are saved in a different file like blueprints? maybe i moved the save into a different computer or something
- Fri Mar 04, 2022 12:29 pm
- Forum: Not a bug
- Topic: add tag on map dissapear
- Replies: 13
- Views: 2684
Re: add tag on map dissapear
bump
this is really annoying
today i discovered all tags gone from the map
again
wtf is triggering deletion of these things
any1 else getting this?
this is really annoying
today i discovered all tags gone from the map
again
wtf is triggering deletion of these things
any1 else getting this?
- Sat Feb 19, 2022 2:19 am
- Forum: Technical Help
- Topic: inactive turbines boilers UPS
- Replies: 1
- Views: 695
inactive turbines boilers UPS
So reaching 10k spm i decided to research abit about reactors cauze my base runs at 22 fps. Electric network at 3000 ms and class generators (turbines) and boilers at like 1000ms so some fat can be saved from nuclear reactors So i ve put down an electric interface went into ediror mode created a dec...