Search found 46 matches

by napouser
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...
by napouser
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

Rseding91 wrote:
Mon Jul 04, 2022 6:24 pm
napouser wrote:
Mon Jul 04, 2022 4:49 pm
Rseding91 wrote:
Mon Jul 04, 2022 2:23 pm
Keep in mind worms are also turrets.
I removed all the zerg and pollution completely off with the console commands
What is "zerg"? Are you using some mods?

Eh sorry i mean bugs. Aliens. Enemies. Too much starcraft.
by napouser
Mon Jul 04, 2022 4:49 pm
Forum: Technical Help
Topic: some help with entity update. screenshot provided
Replies: 19
Views: 3599

Re: some help with entity update. screenshot provided

Rseding91 wrote:
Mon Jul 04, 2022 2:23 pm
Keep in mind worms are also turrets.
I removed all the zerg and pollution completely off with the console commands
by napouser
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...
by napouser
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...
by napouser
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
by napouser
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...
by napouser
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

Rseding91 wrote:
Fri Jul 01, 2022 8:29 am
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
by napouser
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?
by napouser
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 ...
by napouser
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...
by napouser
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...
by napouser
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 ##############...
by napouser
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...
by napouser
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...
by napouser
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
by napouser
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
by napouser
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?
by napouser
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...

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