Search found 212 matches

by spiral_power
Wed Jun 11, 2025 5:28 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Inserters that remove items from linked containers may not work
Replies: 6
Views: 1309

[2.0.55] Inserters that remove items from linked containers may not work

This probably didn't happen in the stable versions before 2.0.55. It's very inconvenient.

Is this related to this fix?
https://forums.factorio.com/viewtopic.php?t=128809


Linked-container with no sand.
06-11-2025, 14-20-38.png



Copy & paste linked-container ID which contain sand.
The inserter ...
by spiral_power
Mon Feb 24, 2025 9:26 pm
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update


Even if you use "horizontal", you can have situations where you have "many slow platforms" or "few fast platforms" to achieve the same result and it's not easy to guess only with intuition which is better for UPS.


I don't think the developers like having one answer, as beacon spam was weakened ...
by spiral_power
Fri Feb 21, 2025 9:58 pm
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update

I already understand your points very well.


I think the reasonning "asteroids staying in space for longer period of time increases asteroid time and lowers UPS" is correct.
I think that the long horizontal shape would be more UPS efficient but haven't run any precise test.

In the end, it is ...
by spiral_power
Mon Feb 17, 2025 6:28 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update


Width and Speed the biggest design factors affecting Asteroid generation rates - the narrower your ship, the less Asteroids will be spawned overall. The faster you travel, the more Asteroids per second that you will encounter.

I have found that Triangular ships leave the Asteroids “alive” for ...
by spiral_power
Mon Feb 17, 2025 4:57 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update

Would RemoveParticles mods be a good idea to offer as an official option, but is there little demand for it?
Also, when switching screens, I would expect that the calculation is always done because there has to be an animation in the middle of the shattering process, but it would be nice to have an ...
by spiral_power
Mon Feb 17, 2025 4:50 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update



Entirely possible, I don't see anything on the forum (other than this thread) for a search of "demolisher particle" though.


I tried to search too but couldn't find it, nor in the discord, i do remember it lasted only during 1 version, and i posted screenshot of the time usage of the same ...
by spiral_power
Mon Feb 17, 2025 4:30 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update


Pretty sure particles are part of game state so they are always simulated and cost cpu time even if their rendering is disabled in graphics settings. To truly get rid of particles you need a mod.

https://mods.factorio.com/mod/RemoveAsteroidParticles
https://mods.factorio.com/mod ...
by spiral_power
Sun Feb 02, 2025 6:33 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update





I don't recall that impacting particle time, but that was https://forums.factorio.com/120275, which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)

Interesting report, I used the command to annihilate enemies in ...
by spiral_power
Sat Feb 01, 2025 8:27 pm
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update




Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.


I remember there was a version of the game that was causing high usage of ...
by spiral_power
Sat Feb 01, 2025 6:22 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update



Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.


I remember there was a version of the game that was causing high usage of ...
by spiral_power
Sat Feb 01, 2025 6:17 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

Re: How can I reduce particle update



I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.

My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?

I assume that's a drawing ...
by spiral_power
Sat Feb 01, 2025 4:05 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 2620

How can I reduce particle update

I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.

My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?

I assume that's a drawing ...
by spiral_power
Fri Jan 31, 2025 6:29 pm
Forum: Ideas and Suggestions
Topic: Gleba science pack research micronmanagement solution
Replies: 44
Views: 11146

Re: Gleba science pack research micronmanagement solution



Since the amount of research is currently floating rather than integer, should the amount of research be increased immediately rather than proceeding with a prod bar?

I'm fairly certain that this is already how it is. Unlike any other entity (where you get an extra product when the ...
by spiral_power
Wed Jan 29, 2025 10:54 pm
Forum: Show your Creations
Topic: Space Platforms
Replies: 138
Views: 47668

Re: Space Platforms


That is awesome. I wondered if a wedge or pyramid would be optimal. Curious what is the capacity and how quickly is it filled by the wedge setup?


In terms of UPS optimization, I expect a sharp wedge shape is better. For UPS optimization, I try to minimize promethium take-up as much as possible ...
by spiral_power
Wed Jan 29, 2025 9:48 pm
Forum: Show your Creations
Topic: Space Platforms
Replies: 138
Views: 47668

Re: Space Platforms

My promethium ship. 32k tons.
Two ships run alternately to handle 30kspm.
It will turn around at about 550,000 km. At that time the operation is heaviest and UPS drops to about 35.

/screenshot 2500 3500 0.1

screenshot-tick-399953803.png



my cargo ship
Factorio_1377_12_0_34403238979872222.png ...
by spiral_power
Wed Jan 29, 2025 9:23 pm
Forum: Ideas and Suggestions
Topic: Factory information is off screen.
Replies: 7
Views: 1102

Re: Factory information is off screen.




Uncheck this:

EntityTooltips.png


That's a good solution. I have tried several and everything shows up in screen.
Thank you.


Another option is that you can uncheck that and set the "Tooltip delay" (or "Entity tooltip delay", I forget) slider to "Never" (all the way to the right). Then ...
by spiral_power
Wed Jan 29, 2025 8:48 am
Forum: Ideas and Suggestions
Topic: Factory information is off screen.
Replies: 7
Views: 1102

Re: Factory information is off screen.

Kyralessa wrote: Wed Jan 29, 2025 8:33 am Uncheck this:

EntityTooltips.png
That's a good solution. I have tried several and everything shows up in screen.
Thank you.

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