Search found 21 matches

by jgntrugytub
Wed Jan 22, 2020 2:58 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Lazy Bastard Mega Mall
Replies: 27
Views: 43324

Re: Lazy Bastard Mega Mall

Cool Concept, but how do you even place a blueprint of this size, i can hardly see 1/4 on 3440x1440 resolution? Any tips?
by jgntrugytub
Wed Jan 22, 2020 12:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.00] Reproducable Crash few seconds after loading 0.17.79 savegame
Replies: 2
Views: 1590

[0.18.00] Reproducable Crash few seconds after loading 0.17.79 savegame

Dump and log file attached, savegame can be found here: https://web.tresorit.com/l#r3FI6nGId0K5V6obo5LEow Savegame is from 0.17.79, but started somewhere in 0.17.xx. No mods in this save. Crash happens roughly 5 seconds after loading, savegame works fine in 0.17.79 (downgraded factorio and tried it)...
by jgntrugytub
Wed Jan 22, 2020 12:17 pm
Forum: Not a bug
Topic: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
Replies: 5
Views: 1997

Re: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player

Hmm i can ony get "Error parsing server response" message when uploading file on the forum. Savegame available here: https://web.tresorit.com/l#wR2vb1FlJF8IWH-lVO9f5g Another observation: Bots will always do the following order: 1. Fly off to replace structures 2. Short delay 3. Fly off wi...
by jgntrugytub
Wed Jan 22, 2020 12:03 pm
Forum: Not a bug
Topic: [0.18.0] Personal Construction Bots take N Repairpacks but only Repair 1 Structure before returning
Replies: 3
Views: 1310

Re: [0.18.0] Personal Construction Bots take N Repairpacks but only Repair 1 Structure before returning

Its just a minor point, but this means that if i carry 4 roboports with 100 bots, i need to carry 400 repair packs, otherwise only a subset of the bots is out repairing since the remaining bots can not go repair something due to lack of repair packs. Feels unintuitiv, and leads to awkard delays in r...
by jgntrugytub
Wed Jan 22, 2020 12:00 pm
Forum: Not a bug
Topic: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
Replies: 5
Views: 1997

Re: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player

That is not the problem, there is literally no other construction/repair request on the entire map. And it would not explain why replacement happens instantly but repair does not.

Savegame attached, just walk a bit north to some damaged/broken walls, to replicate the delay.
by jgntrugytub
Tue Jan 21, 2020 11:40 pm
Forum: Not a bug
Topic: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
Replies: 5
Views: 1997

[0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player

Lategame savegame with 0.5 spm, no mods, power armor 2 with 5 legs, 2 roboports and enough power. Walking to a damaged wall section with personal construction bots, they instantly recognize replacement structures and fly off to rebuild. Then is a delay of a few seconds till they realize there are st...
by jgntrugytub
Tue Jan 21, 2020 11:25 pm
Forum: Not a bug
Topic: [0.18.0] Personal Construction Bots take N Repairpacks but only Repair 1 Structure before returning
Replies: 3
Views: 1310

[0.18.0] Personal Construction Bots take N Repairpacks but only Repair 1 Structure before returning

My personal construction bots take up to 4 repairpacks each with them, repair 1 turret and then return to player, just to leave again with 4 repair packs towards the next turret. Playing without mods, reproduced in 2 savegames. Expected behaviour would be to just take 1 repairpack and return after j...
by jgntrugytub
Sun May 17, 2015 10:04 pm
Forum: Show your Creations
Topic: First proper planned factory, produces everything and 1RD/h
Replies: 3
Views: 7927

Re: First proper planned factory, produces everything and 1RD/h

@DerivePI, Its not using treefarm. @psorek, i use the following mods: FARL, Larger Inventory, Pocketbots, Rail Tanker, Endless Ressources, RSO, Straight World and Limes Compact Power Utilities. However i created my own version of the compact power mod which includes compact accumulators, so im not s...
by jgntrugytub
Thu May 14, 2015 1:28 pm
Forum: Show your Creations
Topic: First proper planned factory, produces everything and 1RD/h
Replies: 3
Views: 7927

First proper planned factory, produces everything and 1RD/h

Heya,

http://imgur.com/a/MCR81

the link above is my first properly planned factory and while it aint pretty nor too efficient im kinda proud of it :)

It currently runs at <10 fps, so i am really looking forward to 0.12.

Any critique or suggestions on the current design are greatly welcome!
by jgntrugytub
Sat Apr 18, 2015 6:20 pm
Forum: News
Topic: Friday Facts #82 - Optimisations
Replies: 58
Views: 47834

Re: Friday Facts #82 Optimisations

Heya, great news on the performance improvements. As an idea regarding smoke: If smoke is really such an issue performance wise, how about adding a 2nd tier train that doesnt produce smoke (i.e. electricity based,using accumulators and some kind of charging device at stations). This would do the sam...
by jgntrugytub
Thu Mar 19, 2015 5:12 pm
Forum: Technical Help
Topic: Performance Issues
Replies: 14
Views: 6394

Re: Performance Issues

Good thing that i only use red and blue belts in this playthrough....damnit. Here is to hoping for A12. Edit: As a more pointed question, are 1.8 Million Entities (32k active) a lot for factorio? (ive got no number to compare it to for assessment) And what does active mean? And what are 4.5Million C...
by jgntrugytub
Wed Mar 18, 2015 7:29 pm
Forum: Technical Help
Topic: Performance Issues
Replies: 14
Views: 6394

Re: Performance Issues

With 0.11.15 and before there was a small bug that made belts placed by robots not deactivate. In case your savegame is affected I suppose replacing them would free some CPU, but it's a lot of manual work. I only have been playing since 1.17 so this hopefully is not the issue (i have placed a lot o...
by jgntrugytub
Mon Mar 16, 2015 11:13 am
Forum: Technical Help
Topic: Performance Issues
Replies: 14
Views: 6394

Re: Performance Issues

DaveMcW wrote:Factorio intentionally reduces FPS to 1/3 of UPS in an attempt to save resources. The only way to fix it is improve UPS.
Jeah i observed that relationship aswell.

Any easy tips on how to improve UPS? Either by factory design or by certain settings?
by jgntrugytub
Sat Mar 14, 2015 1:24 pm
Forum: Technical Help
Topic: Performance Issues
Replies: 14
Views: 6394

Re: Performance Issues

Your UPS isn't too bad (42) but FPS (14) certainly seems weirdly low. I don't drop so low even with my integrated Intel GPU. How is performance in other games? Perhaps there is some issue with your GPU/drivers. I can play other games just fine (Elder Scrolls Online, Skyrim, Prison Architect etc) so...
by jgntrugytub
Fri Mar 13, 2015 4:01 pm
Forum: Technical Help
Topic: Performance Issues
Replies: 14
Views: 6394

Re: Performance Issues

:( Jeah i built the machine myself since multi coring really benefits certain SDKs im using so i chose the X6 over Intel systems at the time. I still remember the discussion about Phenom2 X6 vs I5 2500 for games.... sadly the expectation that more games (esp. sim's like factorio) support mulit cores...
by jgntrugytub
Fri Mar 13, 2015 1:56 pm
Forum: Technical Help
Topic: Performance Issues
Replies: 14
Views: 6394

Performance Issues

Hello, my factorio game starts having some real performance issues when the base gets larger. However the game hardly uses my CPU(set 6 threads for my 6 cores, yet only about 15-20% usage, so more like 1 or 2 cores), my GPU is idling and ive got plenty of unused RAM. Is this a general problem that m...
by jgntrugytub
Sun Mar 01, 2015 2:14 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 50977

Re: [MOD 0.11.6] Compact Power

I think i could add the acc's quite easily to this mod since its more or less just a copy paste job. However im not sure if this is allowed and ok with the author? Edit: I managed to get accu's mk2 - 5 working, however im struggling to come up with similar quality icons as the current mod has for so...
by jgntrugytub
Sun Mar 01, 2015 1:54 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 146295

Re: [0.11.1] endless resources

Heya, got a question aswell. Ive just tested a bit around and it seems it is irrelevant for a miner how many ressource patches are in its area in terms of output. But clearly a ressource miner with 25 exhausted tiles in its area should produce a lot more than a miner with just 1 tile in its area. Ob...
by jgntrugytub
Sun Mar 01, 2015 1:36 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Endless Ressources by replacing ressource tiles
Replies: 2
Views: 3015

Re: [Idea] Endless Ressources by replacing ressource tiles

Ok,

this thread can be deleted....

Just tested a bit with the endless resource mod and it actually behaves exactly like my mod idea.....

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