Hi again
Im sorry to say, but its broken and I cant seem to fix it :o :lol:
This is the current situation:
246 stations in the network
Depot train stop value set to 300
T value set to 320
G value for materials set to 195, dont know exactly how many active materials we got, but its a bunch (13 ...
Search found 160 matches
- Mon Oct 03, 2016 7:45 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 260951
- Thu Sep 29, 2016 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Multiplayer performance issues - Trains GUI
- Replies: 18
- Views: 12133
Re: Multiplayer performance issues
Im sorry, but that makes no sense, when and where are those two tabs graphics intensive and please explain to me how that would be possible?
In case this is actually a valid question, I have a GTX 970 (dont have OC figures in my head, but its bumped up a few notches, still stable though).
I am ...
In case this is actually a valid question, I have a GTX 970 (dont have OC figures in my head, but its bumped up a few notches, still stable though).
I am ...
- Thu Sep 29, 2016 8:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Multiplayer performance issues - Trains GUI
- Replies: 18
- Views: 12133
Re: Multiplayer performance issues
Two huge issues I have found is the production tab that murders performance, dropping it to sub 30 FPS each time, even when I had 60 FPS and the base was smaller.
Clicking on a train station in the main network will bring up a tab showing all the trains using it, we have 20+ trains and it will make ...
Clicking on a train station in the main network will bring up a tab showing all the trains using it, we have 20+ trains and it will make ...
- Thu Sep 29, 2016 7:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Multiplayer performance issues - Trains GUI
- Replies: 18
- Views: 12133
Re: Multiplayer performance issues
Hi
Thanks for the tips, ill go ahead and try the UPS-up mod. Wont convert to a robot base at this moment since we decided to stick with belts and robot bases seem a bit boring to build tbh.
We do use robots for the central storage stations and some simple items that are not needed in quantity ...
Thanks for the tips, ill go ahead and try the UPS-up mod. Wont convert to a robot base at this moment since we decided to stick with belts and robot bases seem a bit boring to build tbh.
We do use robots for the central storage stations and some simple items that are not needed in quantity ...
- Mon Sep 26, 2016 1:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Multiplayer performance issues - Trains GUI
- Replies: 18
- Views: 12133
Re: Multiplayer performance issues
I do have some headroom here, Ill see if I can run them a bit faster later this week.ssilk wrote:Factorio gains some performance with faster RAM.
- Mon Sep 26, 2016 1:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Multiplayer performance issues - Trains GUI
- Replies: 18
- Views: 12133
Re: Multiplayer performance issues
The F4 debug menu has an option to show timings for how much time is spent on each part of processing, this should help you find out where your bottlenecks are.
Belts will be optimised in 0.15 I think, it's mainly the collision detection which is being reworked so shouldn't be a problem going ...
Belts will be optimised in 0.15 I think, it's mainly the collision detection which is being reworked so shouldn't be a problem going ...
- Mon Sep 26, 2016 11:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Multiplayer performance issues - Trains GUI
- Replies: 18
- Views: 12133
[Rseding91] Multiplayer performance issues - Trains GUI
Hi
Me and a friend are running a bobs mods multiplayer game where I run as server.
We are running the latest beta release and are having ever increasing performance issues.
Long story short, we need help in identifying how to build a large base while maintaining acceptable performance.
What can we ...
Me and a friend are running a bobs mods multiplayer game where I run as server.
We are running the latest beta release and are having ever increasing performance issues.
Long story short, we need help in identifying how to build a large base while maintaining acceptable performance.
What can we ...
- Mon Sep 19, 2016 7:41 pm
- Forum: Bob's mods
- Topic: Request for better recepie production information
- Replies: 15
- Views: 7271
Re: Request for better recepie production information
Thanks for the tips, actually this is not a major problem any more since I have played a bit further.
Also, today when I reviewed the materials tab today I noticed that most of them indicated where they where made, this was not the case a while back.
So I guess it has been updated without me ...
Also, today when I reviewed the materials tab today I noticed that most of them indicated where they where made, this was not the case a while back.
So I guess it has been updated without me ...
- Mon Sep 19, 2016 4:07 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 416475
Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3
Just to let you know, I have been unable to reproduce this issue, but when it happens the next time Ill make sure to save immediately so I can show you what happens. 
- Mon Sep 19, 2016 11:57 am
- Forum: Bob's mods
- Topic: Request for better recepie production information
- Replies: 15
- Views: 7271
Request for better recepie production information
Hi
I have found that most issues I have with recepies and setting up a new production chain is related to understanding how and where a certain material/product is produced.
A huge improvement would be if all recepies where available in the crafting menu (on the right when pressing e), even if ...
I have found that most issues I have with recepies and setting up a new production chain is related to understanding how and where a certain material/product is produced.
A huge improvement would be if all recepies where available in the crafting menu (on the right when pressing e), even if ...
- Mon Sep 19, 2016 9:32 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 260951
Re: Smart dynamic train deliveries with combinator Magick [0.13]
I think the hardest part is getting everything to work when you dont know what errors to look for or what signals to expect. That takes time to learn, however the system is stable now and should not give you problems when starting up. Just make sure you use correct blueprints and a checklist that ...
- Mon Sep 19, 2016 9:18 am
- Forum: Combinator Creations
- Topic: Split and prioritize output belt (and merge multiband right)
- Replies: 14
- Views: 26611
Re: Split and prioritize output belt (and merge multiband right)
Really nice solution. This looks way better than a splitter cascade!
Thanks!
Thanks!
- Sat Sep 17, 2016 6:18 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 416475
Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3
Cool! I think I have a save where it happens. Or is about to happen.
If I have the time tonight Ill do it and send you the stuff
If I have the time tonight Ill do it and send you the stuff
- Thu Sep 15, 2016 10:03 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 416475
Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3
I have encountered something strange a couple of times now. Do you think this might be related to your mod?
It started with a sudden performance drop that was very substantial. I went from 60 fps to sub 10 fps.
After some looking around I found a train stuck at the depot station flicking it on and ...
It started with a sudden performance drop that was very substantial. I went from 60 fps to sub 10 fps.
After some looking around I found a train stuck at the depot station flicking it on and ...
- Thu Sep 15, 2016 8:05 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 416475
Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3
Thats some awesome updates! That move to last page button is a real time saver!
Ill check the performance drop and get back to you if I find something.
Again, absolutely awesome! Thanks
Ill check the performance drop and get back to you if I find something.
Again, absolutely awesome! Thanks
- Thu Sep 15, 2016 3:06 pm
- Forum: Combinator Creations
- Topic: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
- Replies: 15
- Views: 22360
Re: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
Thats an interesting solution. We approached it in a slightly different way.
We are using a train system with combinator magick built by siggboy and the issue of depleted mines was driving us mad.
Currently we use a multi mining station where we load all ore types, fast to build and then blanket ...
We are using a train system with combinator magick built by siggboy and the issue of depleted mines was driving us mad.
Currently we use a multi mining station where we load all ore types, fast to build and then blanket ...
- Wed Sep 14, 2016 12:11 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 235980
Re: [0.14.x] Bob's Mods: General Discussion
I agree any sort of boxy structure would fit. Look at compressors, they have cooling fins on exposed electric motors or air vents/intakes to cool the electric motors inside. Possibly some sort of belt drive in conjunction with it if you have exposed motors. (exposed might be more work though)
Should ...
Should ...
- Wed Sep 14, 2016 11:01 am
- Forum: Combinator Creations
- Topic: Balanced buffer
- Replies: 25
- Views: 48862
Re: Balanced buffer
This is really interesting. Im currently using balanced loaders and unloaders for all my stations.
However, my mixed ore stations are a mess since my current solution has one combinator per box to sum each box contents prior to dividing by number of boxes.
Anyone got an idea on how this can be ...
However, my mixed ore stations are a mess since my current solution has one combinator per box to sum each box contents prior to dividing by number of boxes.
Anyone got an idea on how this can be ...
- Tue Sep 13, 2016 10:48 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 416475
Re: [MOD 0.12.35|0.13] SmartTrains 1.0.0
Hi
Thank you for the timely updates. I have a few performance related requests.
Im running a fairly large bobs mods game with a train system (combinator magick by siggboy).
The first issue is when opening a station with a large amount of trains on a huge map.
In the interface all trains using the ...
Thank you for the timely updates. I have a few performance related requests.
Im running a fairly large bobs mods game with a train system (combinator magick by siggboy).
The first issue is when opening a station with a large amount of trains on a huge map.
In the interface all trains using the ...
- Mon Sep 12, 2016 10:03 am
- Forum: Show your Creations
- Topic: A complicated, but working Power Plant (redd.it/r/factorio)
- Replies: 1
- Views: 2075
Re: A complicated, but working Power Plant (redd.it/r/factorio)
Interesting, just checked quickly via phone.
Do you actually manage to measure powerlevels?
Do you actually manage to measure powerlevels?