Search found 16 matches

by AutoChaos
Mon Jan 12, 2026 1:42 pm
Forum: Questions, reviews and ratings
Topic: Biter, lag and artillery, possible to fix?
Replies: 2
Views: 47

Re: Biter, lag and artillery, possible to fix?

The power of a solar beam is directly unleashed on biters.
by AutoChaos
Mon Jan 12, 2026 1:12 pm
Forum: Questions, reviews and ratings
Topic: Biter, lag and artillery, possible to fix?
Replies: 2
Views: 47

Biter, lag and artillery, possible to fix?

Dimm2101
Incorrect. It's not the "compression to 1" that causes lag, but the "Vanilla" target search when taking damage and there's no suitable target nearby.
This is especially noticeable if you try to set a crowd of Biters on fire with a flamethrower, far from the base.
Or, for example, in the ...
by AutoChaos
Mon Jan 12, 2026 3:46 am
Forum: Won't implement
Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
Replies: 6
Views: 241

Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype


Sorry but this is not going to happen due to ill-formed interface request, there are not even any example use cases provided that would allow refining this request.

What would "probabiliy" mean? If a probability roll would fail, would that mean the ingredient is not consumed? That would require ...
by AutoChaos
Sat Jan 10, 2026 10:27 pm
Forum: Won't implement
Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
Replies: 6
Views: 241

Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype

I have reworked the idea a bit. Is it feasible now?

At least the basic %consumption chance idea it started from.
Let's just say, I didn't expect a reply at all. So my first draft of the idea was not that great.
by AutoChaos
Sat Jan 10, 2026 9:19 pm
Forum: Won't implement
Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
Replies: 6
Views: 241

Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype

Probability - of consumption of the ingredient.
percent_spoiled - item below X spoilage not accepted.
main_ingredient - kinda makes no sense now I think about it. Game doesnt care about what to consume.

Even adding % consumption to the ingredient will already be enough for most. The rest will ...
by AutoChaos
Sat Jan 10, 2026 6:42 pm
Forum: Won't implement
Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
Replies: 6
Views: 241

RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.

TL;DR
Basic Idea:
Make the Ingredients prototype come with:
probability - Chance of item consumption directly
consumption_on_craft - How many will get consumed on probability triggering.

More extended functionality:
Not crucial, but will allow for more interesting recipes.
spoilage_on ...
by AutoChaos
Wed Jan 07, 2026 5:45 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Fusion Reactor Neighboorhood bonus not displaying correctly above 100%
Replies: 1
Views: 214

[2.0.72] Fusion Reactor Neighboorhood bonus not displaying correctly above 100%

Version [2.0.72]
What happened: If you change the reactor neighbourhood bonus and set it above 1, it will display as if it's still 100%, but calculations are correct.
What did you expect to happen instead? Values to display correctly and not use base 100%.
Happens always.
Без имени-1.png

If you ...
by AutoChaos
Fri Aug 23, 2024 11:15 am
Forum: General discussion
Topic: Flamethrower perfomance improvements in 2.0
Replies: 0
Views: 777

Flamethrower perfomance improvements in 2.0

Considering that even in vanilla, if you use enough of them, the game starts to have issues running, will something be done with those?

On Gleba, your plan is for enemies to break into small enemies that, with how the flamethrower works now, will be UPS sinkholes. And mods that add their own ...
by AutoChaos
Sat Apr 22, 2023 7:01 pm
Forum: Technical Help
Topic: [Modded] Random lag and Lua garbage taking up to 700ms.
Replies: 2
Views: 938

[Modded] Random lag and Lua garbage taking up to 700ms.

Im playing K2SE playthrough. At this point Im removing mods to the limit of what I need and what are needed.

I attached curent log. On top moment when Lua went bananas.
Time to time flip also causes 300ms minilag.


Specks 3060 laptop, ryzen 7 5800H
by AutoChaos
Tue Oct 04, 2022 9:48 pm
Forum: Desyncs with mods
Topic: Heavy Modded server Nitrado constant Desynk.
Replies: 3
Views: 3410

Re: Heavy Modded server Nitrado constant Desynk.

https://drive.google.com/file/d/1Q3JVs9 ... sp=sharing

Google link to all file just in case u can't use another one.
by AutoChaos
Tue Oct 04, 2022 11:21 am
Forum: Desyncs with mods
Topic: Heavy Modded server Nitrado constant Desynk.
Replies: 3
Views: 3410

Re: Heavy Modded server Nitrado constant Desynk.

Removed many mods, but still desync. I hate it with passion. Logs don't provide me info on who did this.

https://we.tl/t-6IxlGTVcIa
by AutoChaos
Mon Oct 03, 2022 7:44 pm
Forum: Desyncs with mods
Topic: Heavy Modded server Nitrado constant Desynk.
Replies: 3
Views: 3410

Heavy Modded server Nitrado constant Desynk.

Happens for no reason and just goes in a loop. Connect -> get desynked.

https://we.tl/t-Kwk15npw7G

I have no idea who causes it.
by AutoChaos
Thu Mar 04, 2021 9:04 pm
Forum: Logistic Train Network
Topic: Bug: After last update LTN sends trains to wrong stations.
Replies: 3
Views: 3140

Re: Bug: After last update LTN sends trains to wrong stations.

even if signals were wrong. It sent to the provider station train that was responding to the request. And on top wrong one. I found a few disconnections in the cable, but they were just disconnected from chest.
by AutoChaos
Thu Mar 04, 2021 9:03 am
Forum: Logistic Train Network
Topic: Bug: After last update LTN sends trains to wrong stations.
Replies: 3
Views: 3140

Bug: After last update LTN sends trains to wrong stations.

Witnessed how LTN sent trains TO completely wrong stations. Sent iron to copper. Sent train after copper ore, but sent it on iron smelting station. Basically just sending trains to the wrong places. I checked if I might have messed up. But all filters are set correctly. Just LTN sending them wrong.

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