Search found 67 matches

by MPeti1
Tue Jun 20, 2017 3:37 pm
Forum: Technical Help
Topic: low UPS again, barely reached the half of the game
Replies: 10
Views: 4627

Re: low UPS again, barely reached the half of the game

i think you can lower the UPS on the warehouses you are using. that should help. replace belts with underground belts wherever you can. disable any programs you have running in the background. BTW with imgur you can change the order after uploading. You mean i should replace the warehouses? But wha...
by MPeti1
Mon Jun 19, 2017 10:23 am
Forum: Technical Help
Topic: low UPS again, barely reached the half of the game
Replies: 10
Views: 4627

low UPS again, barely reached the half of the game

Hi! In my seventh map i reached the half of the modded game, and now i only have 30-45 UPS. Again. This happens all the time, I need to create a new map to have a playable game speed. I've read many things about how Factorio is multithreaded, and i read the game uses only 1 core for game updates. I'...
by MPeti1
Sat Jun 10, 2017 4:50 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 284540

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.2

Hi!
Where can i find instructions for version 0.14?
by MPeti1
Sat Apr 01, 2017 9:33 pm
Forum: Modding help
Topic: 5dim transport bug
Replies: 0
Views: 587

5dim transport bug

Hi! Today i just wanted to play Factorio, and at startup i caught this error (picture down). What's the problem? Factorio starts without this mod, but i need it because i use a lot of long underground pipe and belt in my save, which is added by this mod. It worked about free weeks ago. I tried to up...
by MPeti1
Sun Jan 22, 2017 10:10 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322285

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

In this link you can find my config.lua and the zip file, you can try how it's working or you. I changed some settings before in the config file, but i don't think any of the changes causes the bug.
https://1drv.ms/f/s!ArvLKxtjzZnrld4snlnB_84PCZh7Ig
by MPeti1
Sun Jan 22, 2017 9:57 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322285

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

Why not make auto targeters also target nests in the always visible areas? Performance reasons; the original incarnation of auto-targeters did this, but caused lag when many of them were built. But it could be more performance friendly in this way: 1. You place autotargeters around your base. 2. Th...
by MPeti1
Sat Jan 21, 2017 8:44 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322285

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

Hi! Auto-Targeting Stations are rarely targeting enemy bases for some reason, but i have placed at least 18 of it, all gets electricity. I have 4 ion cannon ready to fire. I'm not changed the radar scan distance in the mod's config. What is the problem? What kind of data can I provide to help find ...
by MPeti1
Sat Jan 21, 2017 2:54 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322285

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

Hi! Auto-Targeting Stations are rarely targeting enemy bases for some reason, but i have placed at least 18 of it, all gets electricity. I have 4 ion cannon ready to fire. I'm not changed the radar scan distance in the mod's config. What is the problem? What kind of data can I provide to help find ...
by MPeti1
Fri Jan 20, 2017 8:12 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322285

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

Hi! Auto-Targeting Stations are rarely targeting enemy bases for some reason, but i have placed at least 18 of it, all gets electricity. I have 4 ion cannon ready to fire. I'm not changed the radar scan distance in the mod's config. What is the problem? What kind of data can I provide to help find a...
by MPeti1
Tue Dec 27, 2016 3:15 pm
Forum: Gameplay Help
Topic: No biter spawners
Replies: 4
Views: 1515

Re: No biter spawners

Ah, gotcha. I've never used any of those commands, hence my assumption that you used a mod. In that case, the only sensible thing I can say about your alien-issue is that the age of the map could be a problem. The game is known to react strange to some of the maps that were created with an older ga...
by MPeti1
Mon Dec 26, 2016 3:24 pm
Forum: Gameplay Help
Topic: No biter spawners
Replies: 4
Views: 1515

Re: No biter spawners

Hello MPeti1, I think the mod is your problem. It sounds like it's not doing what it's supposed to do. There's probably no solution for that, but if there is, then the person who designed that mod might be able to help. Personally I think you're screwed and will have to start a new game, but don't ...
by MPeti1
Sun Dec 25, 2016 5:44 pm
Forum: Gameplay Help
Topic: No biter spawners
Replies: 4
Views: 1515

No biter spawners

Hi! I had to use a command to kill all enemies in my save, because they were attacked my base everywhere, and i couldn't deal with them. Now i improved my base, and i decided to discover new areas, because the game will generate spawners there, and they could expand all over my map. I generated a lo...
by MPeti1
Fri Dec 23, 2016 5:10 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42323

Re: [MOD 0.14.2] Electric vehicles

I tried to find out what's the problem, and it seems the vehicles can't use the power what is stored in their equipment grid's batteries, but also they can't be charged by the power induction station. Here are some screenshots 1. The tank can't use the stored power http://i67.tinypic.com/2hnvxi9.png...
by MPeti1
Thu Dec 22, 2016 1:19 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42323

Re: [MOD 0.14.2] Electric vehicles

Hi! For some reason the electric tank won't charge after i place it. I've installed the electric vehicles and the wireless charging mods and their libs, but the High power induction station won't charge the tank. It looks like the station can't receive energy from the electric pole, but i tried to p...
by MPeti1
Tue Dec 20, 2016 3:19 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Hauler
Replies: 32
Views: 21648

Re: [MOD 0.14] AAI Vehicles: Hauler

Hi! I think i just found a bug in the mod (or in one of the blueprints provided at the main mod's forum thread, but i think it's mostly the mod's bug). In my test map (link below) the hauler (controlled by the 4. official blueprint at the main mod's page) starts going to southwest after picked up it...
by MPeti1
Fri Sep 02, 2016 4:08 pm
Forum: Ideas and Suggestions
Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
Replies: 40
Views: 11849

Re: Optimisation suggestion - Reduce UPS, uncouple FPS

I think it's a solution for more than 60 fps, but correct me if i know something wrong. If the developers makes the chance to get a maximum of 120 UPS (which you can only set at generating the map) they could devide by half everything's speed (train acceleration, factorys, belts, players, other vehi...
by MPeti1
Fri Sep 02, 2016 2:18 pm
Forum: General discussion
Topic: Low game performance?
Replies: 13
Views: 9054

Re: Low game performance?

You can't directly say "0.12 was faster than 0.13" because you've got WAY more mods loaded. Only way to test that is to load a vanilla map. There was some optimisation in 0.13 I think but it shouldn't have a dramatic effect, it's more likely either it's not coping with the additional mods...
by MPeti1
Thu Sep 01, 2016 9:56 pm
Forum: General discussion
Topic: Low game performance?
Replies: 13
Views: 9054

Re: Low game performance?

yes i known about the bug of the task manager, just forget it. i have an AMD A6 6400K+ APU. i can' try this map in 0.12.35, because it's a heavily modded map. anyway, in 12.35 i had only ~60 mods (now i have ~90), but this version runs better. but...in 12.35 i don't built as big factory yet as in 0....
by MPeti1
Thu Sep 01, 2016 9:16 pm
Forum: Not a bug
Topic: *[13.20, 14.2] Gate stops sending open signal too early when open for train.
Replies: 11
Views: 3905

Re: *[13.20, 14.2] Gate stops sending open signal too early when open for train.

I didn't thoroughly investigate this but I would say not a bug. There are 2 different things here: the gate sensor and the gate itself. Gate sensor senses a train is approaching and opens the gate. When the train locomotive passes, the sensor is no longer active and the gate is told to close. Then ...
by MPeti1
Thu Sep 01, 2016 12:50 pm
Forum: General discussion
Topic: Low game performance?
Replies: 13
Views: 9054

Re: Low game performance?

There is no mod above 0.500 Strings that have high values: -Last save (44289) (I think it's just the time of the save process, so it does not affect other values) -Frame cycle (132) -Wait for update (16-17) -Game render preparation (2-3) -Render (10-11) -Game render (4,6) -GUI render (6) -Sleep (88)...

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