Search found 51 matches

by SquarelyCircle
Tue Jan 24, 2017 8:52 pm
Forum: Questions, reviews and ratings
Topic: Squarely Rates Mods
Replies: 11
Views: 6222

Re: Squarely Rates Mods

Handy Hands -- You can set stack size for individual items by holding the item in your hand and increasing or decresing the size using the hotykey. Slow Key -- You can change the keybind.... Also the latest version lets you know when you are in slow-mode Thanks for the info. I was aware of the abil...
by SquarelyCircle
Tue Jan 24, 2017 5:35 pm
Forum: Questions, reviews and ratings
Topic: Squarely Rates Mods
Replies: 11
Views: 6222

Squarely Rates Mods

I've created a spreadsheet with my preliminary mod ratings on mods that I've used sufficiently to make such an analysis. It is in a google spreadsheet. If you feel I missed the point, feel free to comment in this forum. https://docs.google.com/spreadsheets/d/1fWu4iDpIAl5Mz2wD37Laohn6OzvmwFmxS5uEzPga...
by SquarelyCircle
Sun Jan 22, 2017 1:14 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46434

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

Yep, so I just went in and modified the code and eliminated the gun turret from the mod, and it went from being the mod that took up the most CPU time to one of them taking up the least CPU time. If anyone is looking for the turret-less version, I'll upload it here. The author is, of course, perfect...
by SquarelyCircle
Sun Jan 22, 2017 1:03 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46434

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

I have no idea why, but Ammobox is using a ton of CPU time late game. I'm not even using much of the ammo from it at this point, but it's using 1/16 of the available CPU time each frame... which is a TON for a single mod. Does Ammobox make calculations each frame or something? Update: Just glancing ...
by SquarelyCircle
Sat Jan 21, 2017 11:58 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175526

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Double checking things, you need to research 2 before you can research 3, so you SHOULD have 2 if you have 3. Though, it is possible if you've been using other mods that something else overwrote my own stuff, and broke things. I've got a lot of mods, but nothing that I think would overwrite this. I...
by SquarelyCircle
Fri Jan 20, 2017 9:11 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175526

Re: [0.12.x][v0.12.11] Bob's Warfare mod

I'm unable to craft the personal laser defense 2 (it doesn't appear in the crafting menu). 3 and 4 are there, but I can't make them since I can't make any of the 2. Any ideas on troubleshooting this? I'm inclined to just cheat and change the recipe of 3 to require 1 instead of 2, since I can't make ...
by SquarelyCircle
Fri Jan 20, 2017 8:56 pm
Forum: Technical Help
Topic: FPS/UPS drop to <20
Replies: 28
Views: 11261

Re: FPS/UPS drop to <20

Well, if you do that, you'll just get the ItemCollectors mod as it is. :P Simply use the fixed version from previous page. Edit: Well and change the 8th line in the control.lua to something like: global.ticks = 60 Oh, yup. That did it. Item collector is taking very little CPU time now... like 0.02-...
by SquarelyCircle
Fri Jan 20, 2017 6:54 pm
Forum: Technical Help
Topic: FPS/UPS drop to <20
Replies: 28
Views: 11261

Re: FPS/UPS drop to <20

Verifed: Artifact Deconstructor uses .002 -.05 ms of CPU time, which is extremely reasonable compared to the item collectors. Here is the Entirety of the code for the Artifact Deconstructor ( https://mods.factorio.com/mods/Kane.Nexus/artifact-deconstuctor ): Config.lua -- seconds between artifact ch...
by SquarelyCircle
Fri Jan 20, 2017 6:49 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 416
Views: 249319

Re: Performance optimization - post your saves

Yeah, I just checked. https://mods.factorio.com/mods/Kane.Nex ... constuctor Artifact Deconstructor is one of the lowest CPU intensive mods on my list (.002 - .05 ms) What is it doing that the other mods can't?
by SquarelyCircle
Fri Jan 20, 2017 6:46 pm
Forum: Technical Help
Topic: FPS/UPS drop to <20
Replies: 28
Views: 11261

Re: FPS/UPS drop to <20

Not exactly a fix for collecting the artifacts but how I've solved it is to build a belt outside my defensive walls that brings stuff to my artifact storage area. Sure, it'll still mean that you'll have huge fields of artifacts laying on ground but at least those fields won't expand infinitely sinc...
by SquarelyCircle
Fri Jan 20, 2017 3:32 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 229781

Re: [MOD 0.14] Warehousing v0.0.11

I placed an active provider warehouse over top of a full storage warehouse. The contents of the warehouse spilled on to the ground, filling my base. I'm not sure what can be done about this, but it is a serious problem as cleaning up that much copper is... well... a problem. :P
by SquarelyCircle
Thu Jan 19, 2017 11:32 pm
Forum: Mods
Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Replies: 41
Views: 25525

Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map

Is it possible to add objects to this? Specifically, I use the Tombstones mod, and it would be nice if it created points on the map for tombstones. How would I go about adding that?
by SquarelyCircle
Thu Jan 19, 2017 11:24 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 94444

Re: [MOD 0.12.x] Factorio Maps

This mod is great! However, after loading the index.html, if I try to zoom, the screen goes white and says "Your file was not found. It may have been moved or deleted."
Using Chrome.
by SquarelyCircle
Thu Jan 19, 2017 7:52 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 416
Views: 249319

Re: Performance optimization - post your saves

I found a specific cause of performance degredation. Ultimately, the massive drop in FPS/UPS is being caused by mods that pick items up off the ground. There was one included within Natural Evolution. I also downloaded one (https://mods.factorio.com/mods/Rseding9 ... Item Collectors) to deal with th...
by SquarelyCircle
Thu Jan 19, 2017 7:41 pm
Forum: Technical Help
Topic: FPS/UPS drop to <20
Replies: 28
Views: 11261

Re: FPS/UPS drop to <20

Starting a new game with different mods helped me determine the source of the problem. I think this is something that the devs might actually be able to fix, so I'll try to find that other place to post save files, but I don't remember where it is, so I decided to just respond to this post, so that ...
by SquarelyCircle
Thu Jan 19, 2017 1:15 am
Forum: Questions, reviews and ratings
Topic: Mod style guide? Needed, I think.
Replies: 4
Views: 3384

Re: Mod style guide? Needed, I think.

This is a GREAT idea! +1.
by SquarelyCircle
Mon Jan 16, 2017 2:32 am
Forum: Technical Help
Topic: FPS/UPS drop to <20
Replies: 28
Views: 11261

Re: FPS/UPS drop to <20

Thanks for all the replies. I'll be removing the Natural Evolution mod. I'm a bit disappointed by this, because the enemies were very interesting and challenging. I loved the huge deadly groups. Instead, I'll be trying Bob's enemies. It seems like that one focuses on keeping numbers down as it incre...
by SquarelyCircle
Sun Jan 15, 2017 9:18 pm
Forum: Technical Help
Topic: FPS/UPS drop to <20
Replies: 28
Views: 11261

Re: FPS/UPS drop to <20

See here on how to improve your performance: https://forums.factorio.com/viewtopic.php?f=49&t=39593#p235798 Thank you for the link. It does provide some insight. However, I don't see any actionable steps that I could implement to improve my performance. The one thing I do see (I've seen it sugg...
by SquarelyCircle
Sun Jan 15, 2017 9:11 pm
Forum: Technical Help
Topic: FPS/UPS drop to <20
Replies: 28
Views: 11261

Re: FPS/UPS drop to <20

Ok, I did a quick test. I went into the save game and entered the following into the console: /c local surface = game.player.surface for c in surface.get_chunks() do for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= "ene...

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