Hey !
Not really a bug, but some performance problems, seems you put theme here..?
I just went in Vulcanus, after Gleba and Fulgora.
Game was quite smooth, and suddendly there are some drops at 20-30 UPS. Not fully unplayable but if it's that laggy before Aquilo, I'm not sure I can handle ...
Search found 10 matches
- Tue Oct 29, 2024 2:18 am
- Forum: Technical Help
- Topic: [2.0.11] Vulcanus Lagspikes
- Replies: 4
- Views: 810
- Fri Jun 21, 2024 3:09 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 20611
Re: Friday Facts #411 - All about asteroids
This is untrue.
What is quite similar is the axis of rotation of the body around the star. But the axis of rotation (and rotation speed) of any body around its center of gravity is usually very different.
Example on the planets of our solar system : https://www.youtube.com/watch?v=qhJrpzsKEXo ...
- Fri Jun 21, 2024 2:32 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124167
Re: Friday Facts #416 - Fluids 2.0
I kinda disagree with the idea that the new system is less realist. I mean, the old system wasn't really realist.
I mean, the flow of a pipeline does not work at all the way the old system was written.
I would actually have implemented it like an electric circuit. Without local comparison, but ...
I mean, the flow of a pipeline does not work at all the way the old system was written.
I would actually have implemented it like an electric circuit. Without local comparison, but ...
- Fri May 17, 2024 12:04 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 20611
Re: Friday Facts #411 - All about asteroids
It seems that the axis of rotation for every single asteroid is aligned vertically (straight into the screen). I wonder what process in space causes this to happen?
Actually that is quite common. the rotational axis of celestial bodies within a solar system get quite similar over the eons ...
- Fri May 17, 2024 12:01 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 20611
Re: Friday Facts #411 - All about asteroids
I know it helps giving the impression of movement, but having "stars" moving in the background is very un-realistic...
- Fri Mar 29, 2024 4:34 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 34191
Re: Friday Facts #404 - Frustration not found
This is already something.trad_emark wrote: Fri Mar 29, 2024 3:57 pm pipette should allow to put ghost item into cursor if i dont have it in my inventory
esc -> gui -> check one box and boom.
- Fri Mar 29, 2024 4:32 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 34191
Re: Friday Facts #404 - Frustration not found
Pipette spidertron to get remote.
(but this may be an issue since we already expect a spidertron from pipetting a spidertron)
---------------
About blueprints : can the absolute base number be the one it was currently on the ground when you blueprinted it ?
So if you blueprint, check absolute ...
(but this may be an issue since we already expect a spidertron from pipetting a spidertron)
---------------
About blueprints : can the absolute base number be the one it was currently on the ground when you blueprinted it ?
So if you blueprint, check absolute ...
- Fri Jan 26, 2024 12:25 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 43984
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I am currently in the process of building a factory where some trains leaves their stop without knowing where they will go, and their actual destination is decided by the factory in mid-route.
Some kind of "well I have iron, and there is a huge need of iron here that wasn't made clear by the ...
Some kind of "well I have iron, and there is a huge need of iron here that wasn't made clear by the ...
- Thu Jan 18, 2024 12:34 am
- Forum: Implemented in 2.0
- Topic: Flip using F and G whith in-hand entities
- Replies: 7
- Views: 2771
Re: Flip using F and G whith in-hand entities
Oh, forgot about F taking what's down. Agree then that it should be G then ^^
- Sat Jan 06, 2024 4:21 pm
- Forum: Implemented in 2.0
- Topic: Flip using F and G whith in-hand entities
- Replies: 7
- Views: 2771
Flip using F and G whith in-hand entities
TL;DR
Flip using F and G whith in-hand entities
What ?
Blueprints can be flipped using F and G. When having an entity in hand, like inserter, belt, UG pipes, ect. it could be helpful to be able to flip using F and G instead of rotating twice.
Should both F and G flip any orientation ? Or ...
Flip using F and G whith in-hand entities
What ?
Blueprints can be flipped using F and G. When having an entity in hand, like inserter, belt, UG pipes, ect. it could be helpful to be able to flip using F and G instead of rotating twice.
Should both F and G flip any orientation ? Or ...