Search found 16 matches
- 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.
- 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 ...
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 ...
- 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 ...
- 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.
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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- Sat Apr 22, 2023 8:36 pm
- Forum: Technical Help
- Topic: [Modded] Random lag and Lua garbage taking up to 700ms.
- Replies: 2
- Views: 938
- Sat Apr 22, 2023 7:05 pm
- Forum: Technical Help
- Topic: [Modded] Random lag and Lua garbage taking up to 700ms.
- Replies: 2
- Views: 938
- 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
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
- 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.
Google link to all file just in case u can't use another one.
- 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
https://we.tl/t-6IxlGTVcIa
- 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.
https://we.tl/t-Kwk15npw7G
I have no idea who causes it.
- 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.
- 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.