Search found 80 matches

by Wackerstamfer
Mon Jan 08, 2018 9:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.15] drag placing poles
Replies: 12
Views: 5734

Re: [0.16.15] drag placing poles

Try placing the poles in front of it, I think the spacing of the auto placement is different than the spacing between the refineries, hence not working since the refinery is in the way.

edit: Yup!
screenshot
by Wackerstamfer
Mon Jan 08, 2018 4:27 pm
Forum: Not a bug
Topic: [16.15] Arty turrets seem to cause huge performance hit.
Replies: 12
Views: 3610

Re: [16.15] Arty turrets seem to cause huge performance hit.

I guess this is the related bug report: viewtopic.php?f=30&t=55370

Fixed for next release, lets see :D
by Wackerstamfer
Mon Jan 08, 2018 8:30 am
Forum: Not a bug
Topic: [16.15] Arty turrets seem to cause huge performance hit.
Replies: 12
Views: 3610

Re: [16.15] Arty turrets seem to cause huge performance hit.

So you are right, active chuncks is due to biters. If you remove the arty, the chuncks get inactive. The strange part is, why those chuncks are active, you say its because of biters running. But they are not, they are standing still. If you load the save and go to the most upper left arty outpost. S...
by Wackerstamfer
Mon Jan 08, 2018 7:58 am
Forum: Not a bug
Topic: [16.15] Arty turrets seem to cause huge performance hit.
Replies: 12
Views: 3610

Re: [16.15] Arty turrets seem to cause huge performance hit.

I'll take a look at the chuncks later, biters seem quite idle to me.

So does the atry trigger agro just by being present? or is it still from shooting nests way back and biters can't find a way to get to it.
by Wackerstamfer
Mon Jan 08, 2018 7:10 am
Forum: Not a bug
Topic: [16.15] Arty turrets seem to cause huge performance hit.
Replies: 12
Views: 3610

Re: [16.15] Arty turrets seem to cause huge performance hit.

But this is also true when the whole area is cleared of biter nest, and biters are not attacking the idle arty anymore.

Are you saying that the idle biters in the area still take up all fps/ups in their desire to attack?

did you look at the save game?
by Wackerstamfer
Sun Jan 07, 2018 9:29 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.16.15] - station trigger bugged
Replies: 2
Views: 2193

[wheybags][0.16.15] - station trigger bugged

Place a station and connect it to a constant combinator. tick station enable/disable and set signal A=0 as enable condition. set constant combinator to A=1 and on. the station now disables. now untick enable/disable. set constant combinator off. tick enable/disable station does not enable again even...
by Wackerstamfer
Thu Dec 28, 2017 8:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.7] Desync when placing blueprint
Replies: 3
Views: 821

[0.16.7] Desync when placing blueprint

2 player map

I was riding a train, the other placed a blueprint

Desync occurs, and only 80% of the blueprint gets build.

I'm not allowed to attach the desync archive as it seems to be too large 146 MB.
by Wackerstamfer
Thu Dec 14, 2017 8:45 am
Forum: Minor issues
Topic: [16.0] Items on belt overcompress on belt rotation
Replies: 2
Views: 3992

Re: [16.0] Belt infinite stack

ahh, that makes sense I suppose :ugeek:
by Wackerstamfer
Wed Dec 13, 2017 6:46 pm
Forum: Minor issues
Topic: [16.0] Items on belt overcompress on belt rotation
Replies: 2
Views: 3992

[16.0] Items on belt overcompress on belt rotation

by rotating a belt manually the belt next to it will keep feeding it. creating an infinite stack on a single belt.
by Wackerstamfer
Mon Jul 24, 2017 6:35 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Some of my circuits - created by a factorie novice
Replies: 1
Views: 2035

Re: Some of my circuits - created by a factorie novice

Also hope that this in the correct section :P

Mechanical Throughput Magic (circuit-free)

something is off here :P A MOD should move it.

nice basic circuits helpfull for any beginner :)
by Wackerstamfer
Tue Jul 11, 2017 5:34 pm
Forum: Technical Help
Topic: [0.15.28] Multiplayer - do pumps cause lag?
Replies: 4
Views: 1526

Re: [0.15.28] Multiplayer - do pumps cause lag?

Debug mode shows me that in single player mainly entities are using up my cpu: entity update 14.9xx/13.8xx/18.8xx / allmost equal to game update. Not able to check with MP yet but SP shows consistent 60 FPS/UPS. Is there a way to see what entities are more demanding? besides turning off the power? A...
by Wackerstamfer
Tue Jul 11, 2017 10:46 am
Forum: Technical Help
Topic: [0.15.28] Multiplayer - do pumps cause lag?
Replies: 4
Views: 1526

Re: [0.15.28] Multiplayer - do pumps cause lag?

It is indeed faster with more pumps, for sure between storage tanks.

2-6-2 fluid trains are unloading at station and pumped to storage-->cracking.

but this is offtopic and should be discussed elsewhere. :ugeek:
by Wackerstamfer
Tue Jul 11, 2017 6:32 am
Forum: Technical Help
Topic: [0.15.28] Multiplayer - do pumps cause lag?
Replies: 4
Views: 1526

[0.15.28] Multiplayer - do pumps cause lag?

Been playing railworld multiplayer with a friend and after ~75h the game rapidly grinds to a halt and becomes unplayable. We know about the known lag causes etc and we'll lower the game speed for now. But what I was wondering... The only thing we really did was upgrading our oil base, which included...
by Wackerstamfer
Tue Jul 04, 2017 7:19 am
Forum: Pending
Topic: [0.15.25] crash while saving multiplayer game
Replies: 17
Views: 4328

Re: [0.15.25] crash while saving multiplayer game

What I describe sounds exactly like this report: viewtopic.php?f=182&t=48977

only I switch between, W10 and W10, use steam sync and dropbox save folder mirror.
by Wackerstamfer
Mon Jul 03, 2017 9:31 pm
Forum: Pending
Topic: [0.15.25] crash while saving multiplayer game
Replies: 17
Views: 4328

Re: [0.15.25] crash while saving multiplayer game

Hmmmm.. that seems to be a full blue print of a copper/ iron smelting station with loading bays, tracks and ovens. It is however a red belt design which I'm fairly sure I did not touch at all!!! Was doing conversion to express belt / beacon setups... I tried some things in the save but I'm still abl...
by Wackerstamfer
Mon Jul 03, 2017 4:50 pm
Forum: Pending
Topic: [0.15.25] crash while saving multiplayer game
Replies: 17
Views: 4328

Re: [0.15.25] crash while saving multiplayer game

Can you enlighten me on what the blueprint contains? Maybe I can figure out what I did...

Since the crash was only at the moment of saving, I have no clue what could be the source after +1 hours of playing the game
by Wackerstamfer
Mon Jul 03, 2017 4:46 pm
Forum: Pending
Topic: [0.15.25] crash while saving multiplayer game
Replies: 17
Views: 4328

Re: [0.15.25] crash while saving multiplayer game

The latest save (I think its just before the bug / blue print was created) is attached (0.15.25).
I did continue the save after deleting the library. I don't know if its any help, but attached as well (0.15.26)

Go to advanced search