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by orzelek
Sun Mar 14, 2021 1:06 am
Forum: Technical Help
Topic: Weird client FPS behaviour
Replies: 11
Views: 3395

Re: Weird client FPS behaviour

Grab GPU-Z and launch it on host.
Might show some data about whats going on - depends on GPU in use.

You should check GPU usage % and how much memory is in use. Those might show if something is maxed out and slowing down the rest of processing.
by orzelek
Sat Mar 13, 2021 2:52 pm
Forum: Modding help
Topic: some biter entity.set_command seems to be super slow?
Replies: 4
Views: 1379

Re: some biter entity.set_command seems to be super slow?

Only suggestion I could give is to stagger the commands over ticks.
You are also risking pathfinder trouble when commanding so many biters since that will be a lot of pathfinding to run in short time.
by orzelek
Thu Mar 04, 2021 5:09 pm
Forum: 1 / 0 magic
Topic: [1.1.26] Crash (LightRenderer::loadLights)
Replies: 7
Views: 2160

Re: [1.1.26] Crash (LightRenderer::loadLights) 128MB VRAM

Please be aware that minimum supported amount of VRAM is 512MB so you are not meeting minimum required specs for game.
More details in FAQ:
https://www.factorio.com/support/faq#q- ... quirements
by orzelek
Tue Mar 02, 2021 5:20 pm
Forum: Gameplay Help
Topic: Returning player questions
Replies: 10
Views: 3066

Re: Returning player questions

Yes, so I guess that if you face a significant biter presence, factor factories and infrastructure plus a not-so competent player (me!), I can at most top at 2 M (or die trying). -- So I restarted a map. I halved richness and deposit probability, so I should have a density close to 'Train World' if...
by orzelek
Tue Mar 02, 2021 5:15 pm
Forum: General discussion
Topic: Factorio confessions
Replies: 34
Views: 10724

Re: Factorio confessions

I learned another important lesson last night - while fooling around with chain signals, do not stand in the middle of the track! Thats a general lesson... about not fooling around on train tracks - it applies much more if you are using mods and trains are running at higher speeds then vanilla.
by orzelek
Tue Mar 02, 2021 1:20 am
Forum: Gameplay Help
Topic: Returning player questions
Replies: 10
Views: 3066

Re: Returning player questions

Ad. 1 It's an option of RSO to map deposits - Reveal spawned resources. Check if you have it enabled. Ad. 2 For scenarios like this RSO has two resource multipliers: Global richness multplier will multiply all resources richness, starting area one will apply on top of global one but only in starting...
by orzelek
Wed Feb 17, 2021 7:07 am
Forum: Gameplay Help
Topic: generate resources on the map.
Replies: 3
Views: 3425

Re: generate resources on the map.

Since you are using RSO you can regenerate whole map but you will need to edit map settings first to enable resources you disabled. After you edit map settings you would need to call following commands: /c remote.call("RSO", "regenConfig") /c remote.call("RSO", "re...
by orzelek
Sun Feb 14, 2021 1:47 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 302049

Re: [MOD 1.1] Xander Mod v3.6.0

Please let me know if you changed resources etc since RSO might need an update or two after all the changes.
If you can grab it and take a look and tweak the config or update things that are missing etc it would be the best.
by orzelek
Sun Feb 14, 2021 12:54 pm
Forum: Gameplay Help
Topic: Why belts are better than trains, in one picture:
Replies: 6
Views: 2645

Re: Why belts are better than trains, in one picture:

Only neat way are mods that will give equipment to trains.
Then you can have some shields/defences on them so they will be able to actively defend themselves.
by orzelek
Thu Feb 11, 2021 5:36 pm
Forum: General discussion
Topic: CPU performance benchmarks
Replies: 169
Views: 88445

Re: CPU performance benchmarks

https://factoriobox.1au.us/result/39dde ... a322af4206

185 UPS with G.Skill 3200 CL 14 ram.
It seems that most of same CPU ones higher are with higher speed RAM.
by orzelek
Tue Feb 02, 2021 9:18 pm
Forum: Technical Help
Topic: [1.1.19] Crash: "Error ElectricSubNetwork.cpp:188: source.priorityIndex == ElectricUsagePriority(i) was not true"
Replies: 15
Views: 2902

Re: [1.1.19] Crash: "Error ElectricSubNetwork.cpp:188: source.priorityIndex == ElectricUsagePriority(i) was not true"

I'd try memtest for some time to see if you are not having random memory issues that hit just the wrong bit.. often.
by orzelek
Fri Jan 29, 2021 5:57 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 36559

Re: Friday Facts #364 - 1.1 stable

Is the following view activable with debug settings ? https://i.postimg.cc/mrXmnV12/fff-364-belt-lines.png It would be nice to have it - I didn't see it in debug options I think. It is “show transport lines”. Klonan said that he was able to thicken the lines by editing a graphic in the game files. ...
by orzelek
Fri Jan 29, 2021 5:50 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 36559

Re: Friday Facts #364 - 1.1 stable

Fractaliste wrote:
Fri Jan 29, 2021 5:48 pm
Is the following view activable with debug settings ?

Image
It would be nice to have it - I didn't see it in debug options I think.
by orzelek
Wed Jan 27, 2021 6:33 pm
Forum: Resource Spawner Overhaul
Topic: Config for Lead ore for Lead mod
Replies: 2
Views: 2109

Re: Config for Lead ore for Lead mod

Added it to RSO and released new version.
by orzelek
Tue Jan 19, 2021 10:13 pm
Forum: Technical Help
Topic: [1.1.12]Opening 'character screen' (E)
Replies: 2
Views: 859

Re: [1.1.12]Opening 'character screen' (E)

What you are experiencing is inablity of keyboard to detect 3rd key press with other 2 being pressed due to limitations described on wiki here:
https://en.wikipedia.org/wiki/Rollover_(key)
by orzelek
Tue Jan 19, 2021 5:27 pm
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 4410

Re: How to reduce pollution of an assembling-machine with efficiency modules?

I'm not sure if you are aware but there is also a pollution effect on modules. This means module can actually affect pollution directly. So you can make a new module that will only increase pollution and allow only pollution effect on your gardens. This still leaves the need to make new module but s...
by orzelek
Tue Jan 12, 2021 7:26 am
Forum: Gameplay Help
Topic: [1.0] Next day didn`t come - solar are not working
Replies: 20
Views: 6356

Re: [1.0] Next day didn`t come - solar are not working

boskid wrote:
Tue Jan 12, 2021 12:33 am
In 1.1.9 this limit will no longer apply.
So did you actually do the change to 64 bit type? :)
by orzelek
Mon Jan 11, 2021 6:10 pm
Forum: Show your Creations
Topic: Giant "Map Center" xD
Replies: 5
Views: 3389

Re: Giant "Map Center" xD

Show detailed info in debug options will show you mouse cursor coordinates of current view.
Sadly it doesn't switch to map coordinates if you open map.
by orzelek
Fri Jan 08, 2021 6:47 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 49982

Re: Industrial Revolution 2 discussion

Sadly, there is a Streamer abusing the mod to stream it while accepting donations: https://www.twitch.tv/faebss i did inform hin about this issue, quote "i dont know anything about this" :/ video qualifies as transformative work, there's no violation here. And getting money for it is also...
by orzelek
Mon Jan 04, 2021 5:39 pm
Forum: Won't fix.
Topic: [Twinsen] [1.1.6] Electric energy interface tooltip (again)
Replies: 8
Views: 3798

Re: [1.1.6] Electric energy interface tooltip (again)

It might be correct.

It's energy is full so it's not conusming power atm = consumption is 0?
If you drain the buffer will consumption go up to 8MW?

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