Search found 32 matches
- Tue Jun 17, 2025 11:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 20
- Views: 9600
Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Thanks for the report and information. Should be fixed in Version: 2.0.54.
The shooting speed tooltip was wrong and so was the upgrade percentage. The upgrade percentage would say 20% but in reality it was something like 12%.
After the fix the speed bonus was changed to 15% per research level ...
- Mon Dec 16, 2024 1:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
- Replies: 22
- Views: 9993
Re: Endgame trip to Shattered Planet is incredibly laggy [Spoiler]
I significantly optimized asteroid collectors for 2.0.26. Because of this and previous improvements, I consider this issue as resolved. Please create a new topic if you still experience performance problems or post your save file to https://forums.factorio.com/17501. I think we exhausted all ...
- Sun Dec 08, 2024 6:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 16268
Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
1. Isn't the Issue technically the Collideable Clouds being spammed by the Demolishers (which they do unconditionally), and not the mere existence of Demolishers themselves?
It's not, SegmentedUnit also takes a noticeable chunk of entity update time.
We have killed all the demolishers on ...
- Wed Dec 04, 2024 2:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
- Replies: 22
- Views: 9993
Re: Endgame trip to Shattered Planet is incredibly laggy [Spoiler]
When the ship is on route to the shattered planet, asteroid collectors take up like 40% of the whole game update.
- Wed Dec 04, 2024 10:33 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
- Replies: 22
- Views: 9993
Re: Endgame trip to Shattered Planet is incredibly laggy [Spoiler]
When running like a bigger ship to shattered and a couple of smaller ones I'm seeing asteroid collectors going up to 5 entity update on a 5950X. Seems a bit much, but only you can tell me if it's possible to do anything about that.
It's always useful to share such save files even if we couldn ...
- Tue Dec 03, 2024 10:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
- Replies: 22
- Views: 9993
Re: Endgame trip to Shattered Planet is incredibly laggy [Spoiler]
When running like a bigger ship to shattered and a couple of smaller ones I'm seeing asteroid collectors going up to 5 entity update on a 5950X. Seems a bit much, but only you can tell me if it's possible to do anything about that.
- Tue Dec 03, 2024 10:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Desync at login when another player is already connected
- Replies: 10
- Views: 6839
Re: [2.0.15] Desync at login when another player is already connected
Hi! I know this is already in the resolved category, but I wondered if this is the same thing as reported in this thread? https://forums.factorio.com/viewtopic.php?f=7&t=122909
I don't believe so. This desync is related to changing force-friends runtime using the Lua API.
I know I'm asking ...
- Tue Dec 03, 2024 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Desync at login when another player is already connected
- Replies: 10
- Views: 6839
Re: [2.0.15] Desync at login when another player is already connected
Hi! I know this is already in the resolved category, but I wondered if this is the same thing as reported in this thread? viewtopic.php?f=7&t=122909
- Fri Nov 29, 2024 10:24 am
- Forum: Pending
- Topic: [2.0.21] Desync of all clients on connection (orbital logistics)
- Replies: 6
- Views: 738
Re: [2.0.21] Desync of all clients on connection (orbital logistics)
Same on 2.0.23. It seems like we once we make it work we can play as long as we can, but if we leave and go to sleep for example, and try to join +-6-10hrs later you can no longer connect without a desync.
- Thu Nov 28, 2024 9:45 am
- Forum: Pending
- Topic: [2.0.21] Desync of all clients on connection (orbital logistics)
- Replies: 6
- Views: 738
Re: [2.0.21] Desync of all clients on connection
Same on 2.0.22
- Wed Nov 27, 2024 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
- Replies: 22
- Views: 9993
Re: Endgame trip to Shattered Planet is incredibly laggy [Spoiler]
Someone even created a mod, released 4 hours ago, for this exact problem. Just a confirmation this issue is still relevant.
https://mods.factorio.com/mod/UPS_Frien ... rom=search
https://mods.factorio.com/mod/UPS_Frien ... rom=search
- Wed Nov 27, 2024 12:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
- Replies: 22
- Views: 9993
Re: Endgame trip to Shattered Planet is incredibly laggy [Spoiler]
Thanks for the report however this is not a bug. Nothing here is crashing, erroring, or not working how it's supposed to. While yes, the platform is taking a decent amount of update time - it's entirely pointless to fly head-first towards the shattered planet and ignore 99.99% of the chunks along ...
- Tue Nov 26, 2024 2:21 pm
- Forum: Pending
- Topic: [2.0.21] Desync of all clients on connection (orbital logistics)
- Replies: 6
- Views: 738
Re: [2.0.21] Desync of all clients on connection
I have been experiencing something very similar (started happening on previous game versions). We are playing a modded game tho. However, until 500+hrs on the save, everything was going smoothly. Suddenly, desyncs started to happen. We removed some unused mods, sometimes this would prolong the no ...
- Tue Nov 26, 2024 1:31 pm
- Forum: Pending
- Topic: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
- Replies: 11
- Views: 1827
Re: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
Ah right, the spoilage matters in research value as well... NVM then! My mistake.Muche wrote: Tue Nov 26, 2024 1:28 pm I think the ratio of 952/1500 suggests your Agricultural science packs are about 63% spoiled when they get into labs.
- Tue Nov 26, 2024 1:21 pm
- Forum: Pending
- Topic: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
- Replies: 11
- Views: 1827
Re: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
What's the reason for the difference compared to other science packs? This particular tech uses the same amount of each.
Thanks for the report however I can not reproduce any issue. When I test researching "health 1" with a single BioLab it consumes 50 of each science pack with slightly ...
- Tue Nov 26, 2024 12:44 pm
- Forum: Pending
- Topic: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
- Replies: 11
- Views: 1827
Re: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
What's the reason for the difference compared to other science packs? This particular tech uses the same amount of each.
- Mon Nov 25, 2024 11:50 pm
- Forum: Pending
- Topic: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
- Replies: 11
- Views: 1827
Re: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
I can see the science visibly draining twice as fast in the labs compared to others.
- Mon Nov 25, 2024 11:48 pm
- Forum: Pending
- Topic: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
- Replies: 11
- Views: 1827
Re: [2.0.14] Biolab not giving 50% science drain on Agricultural Science
It definitely doesn't work as it should. This is while doing research prod tech.
- Wed Nov 20, 2024 10:51 am
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 37
- Views: 5420
Re: Quality options for chests and trains
I think all of this should be at least moddable, if not in the base game, then just make it possible for us to bring this into the game by ourselves.
- Sat Nov 16, 2024 2:41 pm
- Forum: Modding interface requests
- Topic: Add more ways for quality to affect items
- Replies: 22
- Views: 3573
Re: [2.0.14] Add more ways for quality to affect items
I wanted to mod the roboports range scaling with quality on day1, but found out everything is hardcoded. I'd love this change to happen.