Search found 161 matches

by Guenni7
Tue Jan 12, 2021 7:06 am
Forum: Technical Help
Topic: [1.1.6] UPS below 60 while update under 16.000
Replies: 9
Views: 3554

Re: [1.1.6] UPS below 60 while update under 16.000



when using linked-belts and linked-pipes, it shouldn't.

it will increase FPS (I tested this on my crappy laptop that struggles with HD resolution) by reducing draw time.


I tried it out, and it did not work out for me. It may increase FPS, but my problem is UPS.
I thought it might get me more ...
by Guenni7
Tue Jan 12, 2021 6:53 am
Forum: Gameplay Help
Topic: Inserter optimization question
Replies: 14
Views: 6643

Re: Inserter optimization question


Just make a timer for each recipe. If you are building big enough to care about UPS, there will be many machines running the same recipe. Then it is simply a wiring challenge.

I build everything from raw material to science on several sites, that would make 50 or so timers per site.... You think ...
by Guenni7
Tue Jan 12, 2021 5:30 am
Forum: Gameplay Help
Topic: Inserter optimization question
Replies: 14
Views: 6643

Inserter optimization question

Still trying to optimize my factory and while watching and thinking I noticed that
Inserters move whatever they can get hands on, so worst case is a stack inserter with capacity 12 moves 1 item.
Wouldn't it be much UPS friendlier, if they move only when they get a full stack? Maye not as default ...
by Guenni7
Mon Jan 11, 2021 8:09 pm
Forum: Gameplay Help
Topic: Noob player needing help with strategies for dealing with biters.
Replies: 5
Views: 7689

Re: Noob player needing help with strategies for dealing with biters.

leniejame48 wrote: Mon Jan 11, 2021 3:17 pm I have a wall around my base with turrets, but I have begun to get attacked by those annoying poison ball shooting things, and they take out my walls while being out of range of my turrets.
Place turrets near to the wall (just one space), and if available place some laser turrets here and there.
by Guenni7
Sun Jan 10, 2021 1:32 am
Forum: Not a bug
Topic: [1.1.8] Train no-pathing when all stops are disabled
Replies: 2
Views: 1528

Re: [1.1.8] Train no-pathing when all stops are disabled

That only happens if there is an activated train stop with same name unreachable by rails, otherwise the train would skip the waypoint if all are disabled.
by Guenni7
Sat Jan 09, 2021 6:02 am
Forum: Ideas and Suggestions
Topic: Cloning as massive UPS improvement (Factory-Streets)
Replies: 49
Views: 21656

Re: Cloning as massive UPS improvement (Factory-Streets)


The miniscule proportion of these ideas that have any immediate practical application - the ones that have already been explored by many others such as the unitary smelter arrays / whistlestop factories / nuclear-reactor-array-in-one-entity, even the unexpected inflationary uses people are putting ...
by Guenni7
Sat Jan 09, 2021 3:10 am
Forum: General discussion
Topic: Changes to train stop UI
Replies: 4
Views: 2949

Re: Changes to train stop UI

I guess it's just something one needs a bit of time to get used to.
I use the Train icon on the right top now a lot more than before and I'm quite happy with the changes.
by Guenni7
Sat Jan 09, 2021 2:31 am
Forum: Ideas and Suggestions
Topic: Cloning as massive UPS improvement (Factory-Streets)
Replies: 49
Views: 21656

Re: Cloning as massive UPS improvement (Factory-Streets)

Ssilk will not be amused where (t)his tread is going.... let's keep on topic and be nice.

My 10 cents:
I'm always short on UPS, so everything that helps is much appreciated. Cloning (or similar ideas in other treads) might be a way to push the limits,
but I somehow think it will be very difficult ...
by Guenni7
Sat Jan 09, 2021 12:04 am
Forum: Not a bug
Topic: [1.1.8] Map view - show worker robots - bots get rendered even when zoomed in
Replies: 1
Views: 960

[1.1.8] Map view - show worker robots - bots get rendered even when zoomed in

Not sure it is a real bug, but maybe unintended behavior.
In map view when you activate show worker robots, the game has to render these small squares for all the robots flying around,
which has quite some impact on UPS.
When you zoom into the map and get to the normal surface view, these squares ...
by Guenni7
Fri Jan 08, 2021 11:59 pm
Forum: Outdated/Not implemented
Topic: Map view - show worker robots - don't render them when zoomed in
Replies: 5
Views: 2457

Re: Map view - show worker robots - don't render them when zoomed in

I was unsure where to put it, but maybe you're right :)
by Guenni7
Fri Jan 08, 2021 10:32 pm
Forum: Not a bug
Topic: Just crash log publishing
Replies: 5
Views: 1627

Re: Just crash log publishing

I ran out of memory too for two times, and it stopped after I ran chkdsk /f on all drives and set the pagefile size to manual with a higher starting size. Maybe that works for you too.
by Guenni7
Fri Jan 08, 2021 10:25 pm
Forum: Gameplay Help
Topic: Trains still route to closest station (with limits set)
Replies: 37
Views: 20158

Re: Trains still route to closest station (with limits set)


Why is it everything on this forum is "NO you have to play the game exactly like everyone else!"


I don't think anyone wants to make you play a certain style, just pointing out options how to solve your problem.

I have another suggestion that would work with art-train: Setup a circuit-timer to ...
by Guenni7
Fri Jan 08, 2021 5:06 am
Forum: Technical Help
Topic: [1.1.6] UPS below 60 while update under 16.000
Replies: 9
Views: 3554

Re: [1.1.6] UPS below 60 while update under 16.000

ptx0 wrote: Wed Jan 06, 2021 8:37 am Factorissimo2 ;)
Not really, it sure is a good mod, but will probably even decrease my ups.
by Guenni7
Fri Jan 08, 2021 1:00 am
Forum: Outdated/Not implemented
Topic: Map view - show worker robots - don't render them when zoomed in
Replies: 5
Views: 2457

Map view - show worker robots - don't render them when zoomed in

TL;DR
Map view - show worker robots - don't render them when zoomed in


What ?
In map view when you activate show worker robots, the game has to render these small squares for all the robots flying around, which has quite some impact on UPS.
When you zoom into the map and get to the normal ...
by Guenni7
Wed Jan 06, 2021 2:03 am
Forum: Ideas and Suggestions
Topic: Nuclear Reactors BluePrint Cloning
Replies: 20
Views: 13579

Re: Nuclear Reactors BluePrint Cloning


From my testing the UPS cost of a nuclear powerplant is split as follows:
Heat exchangers = nearly half of the UPS cost
Steam turbines = nearly half of the UPS cost
Heat pipes = the remainder UPS cost
Nuclear reactors = negligible
Pipes = negligible

This is assuming an actually UPS friendly ...
by Guenni7
Wed Jan 06, 2021 1:05 am
Forum: General discussion
Topic: Use of active provider chests
Replies: 27
Views: 18171

Re: Use of active provider chests


Something I have seen no one mention as a use for active providers is mining: if the active providers are used on the output of a mine and you have storage chests at the train, then each chest will be taken from evenly rather than the nearest ones first.


I just tried it, and it's very useful ...
by Guenni7
Tue Jan 05, 2021 9:06 pm
Forum: Technical Help
Topic: [1.1.6] UPS below 60 while update under 16.000
Replies: 9
Views: 3554

Re: [1.1.6] UPS below 60 while update under 16.000

Rseding91 wrote: Tue Jan 05, 2021 3:13 pm The time spent in "render prepare" is also counted in that 16.6 window.
Is there a way to bring that number down?
by Guenni7
Tue Jan 05, 2021 2:26 am
Forum: Technical Help
Topic: [1.1.6] UPS below 60 while update under 16.000
Replies: 9
Views: 3554

[1.1.6] UPS below 60 while update under 16.000

As I understand it, as long as the update time stays below 16.000, you have 60UPS.

Now I noticed that sometimes I go below 60UPS, even if the update time is between 14.000 and 15.000.

Does anyone have an explanation for this?
by Guenni7
Tue Dec 29, 2020 6:40 am
Forum: Gameplay Help
Topic: logistic: push to storage
Replies: 9
Views: 5296

Re: logistic: push to storage

If there is already a storage chest holding one of the item, bots use this chest to fill up more of it until it's full before using a storage chest with filter applied.
The filter on storage chest works fine, but ONLY IF there is no other storage chest has that item already in and is not full.

If ...
by Guenni7
Sun Dec 27, 2020 3:34 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2080
Views: 1064559

Re: Simple Questions and Short Answers

I don't think that it has changed.
SPACE shoots to the nearest enemy unit, C shoots to mouse pointer if there's something like a unit, structure or tree, ground or water was never targetable IMHO.

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