factorio do mods disable achievements

( Updated : October 23, 2021 )

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Factorio Cheat Sheet Factorio Commands List | [HOST] The Factorio Benchmark Website Factorio view map
Factorio Command List The Factorio Benchmark Website Factorio view map
So i was playing a modded factorio with screwing around messing with mods. now thats not the issue. Debug Mode? factorio@xxxxxxxxxx:/home/ubuntu$ service factorio restart DEBUG LOG: could not find a pid for binary: "/opt/factorio/bin/x64/factorio" No running server. Performance could be gathered by pressing F4 to view advanced debugging by running a benchmark, done by passing the --benchmark flag to the Factorio. A compendium of the most common Factorio game facts, such as build ratios, tips/tricks, and links to further information. toggle-menu=ESCAPE. production-statistics=P. kill-statistics=K debug-toggle-debug-settings=F4. debug-toggle-basic=F5 toggle-gui-debug=CONTROL + F5. There is an option to enable debug mode. Start a Shell and navigate to. toggle-heavy-mode Command. /toggle-heavy-mode Admin Only. This command is used to debug desyncs. When executed, the game will be. Once a train starts moving, the map in the train schedule menu will show the route that the train is taking. New Factorio mod Š²Š‚ā€œ Shuttle Train So i've been. Factorio Console Commands: /alerts , --mp-connect ADDRESS, --start-server SAVE, --server-id FILE, --console-log FILE and --server-banlist FILE. The debug mode is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the.

Future tests will use the inbuilt utility accessed by passing the --benchmark parameter. The Linux headless server will be used to provide automation and reduce wasted time. Performance could be gathered by pressing F4 to view advanced debugging options and enabling the show-fps parameter. Performance could be measured by recording the data in show-time-usage. Performance data can be collected by running a benchmark, done by passing the --benchmark flag to the Factorio executable. FPS stands for frames per second, essentially how many frames have been displayed every second. UPS stands for updates per second. This number is how many updates to each entity trains, inserters, assembling machines, furnaces, and more are performed every second. This limit on the number of updates per second can be raised by running the game faster than normal speed. Note that the FPS remains at 60 or your monitor's refresh rate if the option vsync is enabled. The problem with this method is that in normal Factorio gameplay, the amount of work done in each tick update can vary between ticks and can have upward or downward trends over thousands or millions of ticks. Another point of fault is with trying to compare differing systems. If one system has a much more powerful GPU, the share of render time will be reduced, which could cause incorrect comparisons to be made. This method of measuring performance is effectively a step up on show-fps. Performance here is broken down into several categories, though we have changed the units from updates per second, to milliseconds per update. That means our typical 60UPS is now equal to This breakdown of the game's update is quite useful for us. We can now factor out the GPU's effect [1] on the performance by ignoring the render time and instead looking at the Update: and Game Update: sections. The Update: section gives us a good indicator of the time a design consumes but it is still subject to the same faults that show-fps has. This measurement is also not dependent on the game's speed, so no commands need to be run here. The Game Update: section gives us a top level breakdown of where the time is being spent. Circuit networks are pretty self explanatory. Simply any entity checking the circuit network adds to this time. Transport lines are effectively the two lanes on belts where items can travel. Splitters, belts, and underground belts add to this overhead. Entity update is nearly every entity in the game, meaning bots, inserters, assembling machines and so on. If it doesn't fall under another category it ends up here. Map generator takes time everytime a new chunk is generated. The player character and radars scanning typically cause this. CRC is a check done to ensure integrity of the game in multiplayer. Electric network primarily consists of getting and using the power. Every entity that uses power adds a small amount of overhead to this, which does add up. Power generation is also included here but it is effectively free if using solar panels. Logistic manager is how robots are controlled. This consumes time when it looks for requester chests that need items, provider chests to provide the items, and controls the logic behind robots going to charge. Construction manager is the time consumed by every ghost entity in the world, as well as any damaged entities. It does not matter if these ghosts are in range of any contruction radius, they will still consume time. Path finder is used to create paths for biters. Ideally play exists without these menace so this does not factor in. Trains are self evident. Updating their speeds, fuel levels, and station conditions all play a role. Train path finder is the path finder for trains. Need I say more? Commander controls biters, handling their movement and attack groups, and ordering them to expand. In the ideal game this never does anything. I'm not sure how Chart Refresh differs from Chart update further below, but these control how the map is revealed, as well as things like map pins and trains moving on the map. All these attributes are useful in debugging a design. And they can give a gauge of where to spend time optimizing. But as they exist here they aren't all that useful as this data is constantly changing and can't be easily collected. Also of note is the Script update: section. This section gives us a per mod breakdown of how much time each mod takes to process. Particularly offending mods can be noted and removed if required. If you thought the information in show-time-usage was too high level, then this section is for you. A profiler essentially looks into the game while it is running and reports back the number of calls to a function as well as time spent in those functions. Because the developers of Factorio include debugging symbols in the game, these function names are useful to us. Instead of a category like entity update in our show-time-usage section, each individual entity type's functions are available to us. We can see exactly what ratio of time is used by inserters or labs. And in these entities we can see which functions are time consuming. Ex: A function of inserters is to get a pickup target, or to drop items. However, the pitfall associated with this method is the larger amount of time required to gather and process results. It is excellent as a tool to deep dive into the finest details of a particular design, but becomes tiresome to attempt on more than a handful of designs. That brings us to our final candidate for collecting and processing performance data, the --benchmark parameter. This parameter runs the game without rendering anything, as fast as it possibly can. With this parameter and related parameters, we can supply the exact number of ticks to run, as well as specific maps that we intend to benchmark. All of the data can be collected automatically for easy storage, retrieval, and processing. Related parameters are --benchmark-ticks , which gives us specified ticks to benchmark for. On Windows and Linux, we load all the textures which does take significant time still. However, we can use the headless version of Factorio available for Linux and intended for servers to skip this step --disable-audio not needed for headless. As an example, this command will benchmark the map foo. It's not entirely free, because we lose the ability to test render related attributes [1]. Normally this is a good thing, though there are test possibilities we lose by using this. Now that we've outlined most of the possible ways to collect data, we need to set up our test. We won't test the show-time-usage or the profiler methods because they can be ruled out by our prior reasoning. Since we are comparing data collection methods, we need 1 map where we can gather our data. After a quick browsing of the forums, this seems like a good choice. For our test, we want to be able to take readings at the same time consistently. First we should teleport to something with a good visual indicator. Rocket launches fit the bill. We set our game zoom to 1. The bottom rocket silo finishes readying for launch right around the game tick. It is in this area we save the game, as from this point we will begin collecting our data. For show-fps , we will take our first sample right as the bottom most silo's rocket reaches the edge of the screen. We then wait until around game tick when the bottom silo finishes readying again. As the rocket again reaches the edge of the screen we record the data. Finally, after waiting a while, the bottom silo is ready again at tick We take our final reading for the run as the rocket crosses the screen border. The duration of this exchange is roughly 23, ticks. Thus we can run these same 23, ticks when we do our testing of the other methods of data collection. We repeat this procedure 3 times for each method, and then record the results to compare against the average of those results. Next we have the --benchmark method. I wrote a helper script to automatically run and record the values reported by the benchmark. These converted UPS numbers do not include the render overhead, thus they can not be directly compared to the show-fps numbers. Average overall: