I have the same problem. Factorio only uses 20% cpu but the fps occasionally drops to 30 for 10+ seconds.
I too have a very large map and a computer that should be able to handle Factorio with no problem.
Search found 478 matches
- Sat Oct 04, 2014 11:16 pm
- Forum: Technical Help
- Topic: Factorio only uses 50% CPU
- Replies: 10
- Views: 13549
- Fri Oct 03, 2014 1:25 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 216533
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
I wish i could watch the hydra dilemma, but i can't as i can't take watching all the fail that's constantly happening. Half of you don't even know how trains work... That said then i don't want the series to end. it would instead be nice if you would incorporate some improvements from this thread as...
- Fri Oct 03, 2014 1:15 am
- Forum: Show your Creations
- Topic: Screenshots of Factories
- Replies: 7
- Views: 3953
Re: Screenshots of Factories
not sure if serious-root wrote:You're right, that should say "community's"
- Fri Oct 03, 2014 1:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] unknown control sequence alternative-build
- Replies: 6
- Views: 2576
Re: [0.10.12] unknown control sequence alternative-build
i have the exact same problem when i use the exe to install and run factorio.
a workaround for this is to download the zip of the game instead of the exe file and run it from there.
a workaround for this is to download the zip of the game instead of the exe file and run it from there.
- Mon Sep 29, 2014 12:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Blueprint problems
- Replies: 7
- Views: 5938
Re: [0.10.12] Blueprint problems
Well the bug here isn't that wire and modules can't be placed with construction robots, but rather that factorio crashes when you place two blueprints with a wire in it on top of eachother. Should robots be able to place wires and modules? Yes ofc they should. I don't see any logical reason why they...
- Sat Sep 27, 2014 1:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Blueprint problems
- Replies: 7
- Views: 5938
[0.10.12] Blueprint problems
Bug Factorio crashes with a "facotio is not responding message". Happens every time you try to place a blueprint with a wire in it on top of the same blueprint. Steps to reproduce: - Make a blueprint with a wire in it. something like this will do: http://i.imgur.com/0GuC96j.png - Place th...
- Wed Sep 17, 2014 5:25 am
- Forum: Ideas and Suggestions
- Topic: Trees and blueprints
- Replies: 2
- Views: 1254
Re: Trees and blueprints
The deconstruction tool only works within the roboports construction area, so you will have to manually remove forests if you want to place bigger blueprints than that. I don't think it should be necessary to remove the forest manually while you are building when drones are already capable of removi...
- Wed Sep 17, 2014 1:17 am
- Forum: Implemented Suggestions
- Topic: lay repeating underground pipes like power lines
- Replies: 49
- Views: 39763
Re: lay repeating underground pipes like power lines
Making oil outposts is something i don't like to do in facotio due to the fact that you can't easily place them underground.
implementing this idea will make oil so much more fun to get.
implementing this idea will make oil so much more fun to get.
- Wed Sep 17, 2014 1:10 am
- Forum: Implemented Suggestions
- Topic: Transferable Blueprints
- Replies: 2
- Views: 1441
Re: Transferable Blueprints
Bump for a good idea.
This would make sharing blueprints a lot easier for everyone.
This would make sharing blueprints a lot easier for everyone.
- Wed Sep 17, 2014 1:05 am
- Forum: Ideas and Suggestions
- Topic: Trees and blueprints
- Replies: 2
- Views: 1254
Trees and blueprints
I often find i very annoying that i have to remove huge amounts of forests, before i can plop down some random large blueprint. As robots can already remove trees it would be very nice if you were allowed to place a blueprint on top of trees and that robots would automatically remove any trees that ...
- Mon Sep 01, 2014 5:13 pm
- Forum: Ideas and Suggestions
- Topic: new splitter / slider idea
- Replies: 6
- Views: 3374
Re: new splitter / slider idea
I like this idea. Having splitters and belts just to use both halves of a belt on most setups is a bit silly.
- Sun Aug 31, 2014 4:29 am
- Forum: Gameplay Help
- Topic: More trains vs. longer trains
- Replies: 16
- Views: 23419
Re: More trains vs. longer trains
This is how i see it: Long trains can be just as fast as short trains by adding a few more locomotives so the speed isn't a factor. Not everyone uses loops, so that isn't a factor. The fuel trains uses shouldn't be a problem for most people and a good train system should never be able to make trains...
- Sun Aug 31, 2014 3:53 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 163933
Re: Count to 100
26 is the product of two primes (2 * 13)
- Sun Aug 31, 2014 3:15 am
- Forum: General discussion
- Topic: Solar Panel layout
- Replies: 8
- Views: 45335
Re: Solar Panel layout
I prefer to keep my accumulators and solarpanels apart, so the below design only has solar panels. What makes this easy to expand and reproduce is the fact that it contain robot ports in the center which allows for easy and fast contruction of similair blueprints next to it. Everything you have to d...
- Fri Aug 29, 2014 4:18 am
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 77479
Re: [MOD 0.10.2] Automatic Rail Laying Machine
What I like about this mod is that it automatically clears trees in it's path, while laying down rail. Makes laying rail down much easier than having to get out of the normal locomotive to clear the trees. What I don't so much like so much is controlling how or when it makes curves. My best advice ...
- Sun Aug 24, 2014 10:15 pm
- Forum: Multiplayer
- Topic: Multiplayer
- Replies: 12
- Views: 14048
Re: Multiplayer
Count me in on an english speaking server as well. The game is awesome when i play it by my self so it can only explode with awesomeness when playing it with other people
- Sun Aug 24, 2014 7:18 pm
- Forum: Show your Creations
- Topic: Robot Overload
- Replies: 4
- Views: 3868
Re: Robot Production
put the factorys like this saves you a lot of space. the furnance setup is nice. I usually go for the 3 belt setup but in the long run you save more space :) Very nice and very compact design with the factorys. Saves a lot of space and look good doing it. The reason i spaced out my factorys is that...
- Sun Aug 24, 2014 12:07 am
- Forum: Show your Creations
- Topic: Robot Overload
- Replies: 4
- Views: 3868
Robot Overload
Thought i would share my way of using robots for everything. The factories work by limiting the output, by how much there is the in provider chest next to so it doesn't continiously produce items. Robots fly around and makes sure that every factory has what it needs and also exterminates any need fo...