Factorio

Factorio

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Colonel Sanders 9 ENE 2017 a las 6:15 p. m.
how to reduce lag
i erased all the mobs/spawn (gained 10 fps) cant use drones (the 14k makes my cpu melt) so i use a lot of belts and trains, i did a 4 tube of oil that span my entire 2ndary base up to my main to feed oil (down to 2,8 from 8.1) and i hover around 30 fps, is putting the server on my pc and connecting might reduce the lag? (having the server not having to think about the graphics and using my beast of a cps so make it run silky smooth)? i do have like 100k worth of concrete tho, its seems it might affect the game since i sprayed it over a large area and it lags less on soil. i dont wana trow my map out :rcry:
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Mostrando 1-15 de 18 comentarios
Wgurgh 9 ENE 2017 a las 6:31 p. m. 
the concrete is hurting because it does not absorb polution like soil does. I also have heard that bots cause less lag than belts in many cases. If you don't mind using mods, there is one (UPS up I believe) that can help. Since you erased all the biters you could turn polution off with it and that ought to help a lot.
Nailfoot 9 ENE 2017 a las 7:49 p. m. 
I've also read that placing concrete under furnaces causes lag. Not sure where I read this though.

So are you playing an MP world that other people are joining?
Rokas 10 ENE 2017 a las 3:48 a. m. 
robots are way more efficient that belts for ups and concrete causes lag bacause polution spreads further and i advise playing in singleplayer bacause if server runing at 60/60 and your cumputer cant keep up jou just drop out. also install that ups mod.
and also with 0.15 comes masive optimizations so you can wait a bit until devs release it and then try to run jour game
Última edición por Rokas; 10 ENE 2017 a las 3:50 a. m.
Lawlzer 10 ENE 2017 a las 6:34 a. m. 
Publicado originalmente por Rokas:
robots are way more efficient that belts for ups and concrete causes lag bacause polution spreads further and i advise playing in singleplayer bacause if server runing at 60/60 and your cumputer cant keep up jou just drop out. also install that ups mod.
and also with 0.15 comes masive optimizations so you can wait a bit until devs release it and then try to run jour game
What he said ^^
Concrete is super laggy, and robots CAN be less laggy than belts, in many cases.
UPS up mod is also very helpful, make my 40k constant botworld from 25 FPS to like 40 xD

The only reason 40k bots lagged was because my PC is terrible- I literally can't run 2D games at 30 fps
Última edición por Lawlzer; 10 ENE 2017 a las 6:35 a. m.
Colonel Sanders 10 ENE 2017 a las 4:04 p. m. 
kk thanks, i might try to take off a bit of concrete then, bye that 30% speed hello 30% ingame speed -_-
but im doing a spagetti land-based base, i have a 6 line bus of iron and copper feeding my big usines making everything so, i dont like bots and does fluids slows down a lot the game?
KatherineOfSky 10 ENE 2017 a las 7:07 p. m. 
Publicado originalmente por Call me Handsome Jacked:
kk thanks, i might try to take off a bit of concrete then, bye that 30% speed hello 30% ingame speed -_-
Use exoskeletons, 5 of them gets you everywhere pretty fast...
Colonel Sanders 10 ENE 2017 a las 8:29 p. m. 
i... do both, i run at about 70 km/h, my trains usually comes slower (80-90 km/h but have bent roads) its not fast enough lol
Nailfoot 11 ENE 2017 a las 2:04 a. m. 
Publicado originalmente por Call me Handsome Jacked:
i... do both, i run at about 70 km/h, my trains usually comes slower (80-90 km/h but have bent roads) its not fast enough lol

Use a single engine to traverse your base. It will travel at 250 Km/h. If you set up a few idle stations, you can use those without getting in the way of your important trains.
Lawlzer 11 ENE 2017 a las 6:31 a. m. 
If you just do lanes of concrete/stone through your base, 2-4 wide and don't cover like, EVERYWHERE, it should be fine
Última edición por Lawlzer; 11 ENE 2017 a las 6:31 a. m.
roarinelk 11 ENE 2017 a las 7:11 a. m. 
Try to make a local, invisible, password-proteceted multiplayer game. FPS of my concrete-filled and belt-only factory went from 44 to 60 again this way.
Última edición por roarinelk; 11 ENE 2017 a las 7:12 a. m.
Lawlzer 11 ENE 2017 a las 8:39 a. m. 
Publicado originalmente por roarinelk:
Try to make a local, invisible, password-proteceted multiplayer game. FPS of my concrete-filled and belt-only factory went from 44 to 60 again this way.
Concrete is laggy, probably why you mentioned it? xD
Emmote 11 ENE 2017 a las 12:15 p. m. 
Concrete itself isn't laggy, it's that it doesn't absorb pollution, which means your pollution spreads further out, keeping more chunks active, and so, lagging your system more.
Lawlzer 11 ENE 2017 a las 12:17 p. m. 
Publicado originalmente por Emmote:
Concrete itself isn't laggy, it's that it doesn't absorb pollution, which means your pollution spreads further out, keeping more chunks active, and so, lagging your system more.
Yeah, what he said XDD
In other words, pollution causes biter chunks to stay active, and concrete doesn't absorbs pollution, so lots of concrete indirectly = more pollution = more biter nests being active = WAAAY more lag
Nailfoot 11 ENE 2017 a las 1:04 p. m. 
Publicado originalmente por Lawlzer (AFK):
Publicado originalmente por Emmote:
Concrete itself isn't laggy, it's that it doesn't absorb pollution, which means your pollution spreads further out, keeping more chunks active, and so, lagging your system more.
Yeah, what he said XDD
In other words, pollution causes biter chunks to stay active, and concrete doesn't absorbs pollution, so lots of concrete indirectly = more pollution = more biter nests being active = WAAAY more lag

I think the chunks are always active. Basically, if you have explored it, even if it is under fog-of-war, the game is still running calculations on it.

Otherwise, your FAR AWAY, non-polution-generating outposts would never get attacked, but they do.
Emmote 11 ENE 2017 a las 1:05 p. m. 
Yeah, all explored areas are active, always, but pollution can extend beyond your explored vision and activate biter nests that you can't see.
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Publicado el: 9 ENE 2017 a las 6:15 p. m.
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