Search found 9 matches
- Mon Jul 20, 2026 2:35 pm
- Forum: Gameplay Help
- Topic: [2.1] - Requester requesting incorrect items
- Replies: 3
- Views: 483
Re: [2.1] - Requester requesting incorrect items
one thing i can imagine is you've daisy chained the signal along a chest of some kind like an active provider, and it has its read contents (the default), this will lead to, say if its one of the ones from your scrap recycling array will lead to occasionally their existing the concrete signal, and ...
- Mon Jul 20, 2026 2:27 pm
- Forum: Resolved for the next release
- Topic: [Klonan] [2.1.10] Space Platforms don't supply other platforms when "Auto request construction materials" is turned on
- Replies: 7
- Views: 881
Re: [2.1.10] Space Platforms don't supply other platforms when "Auto request missing construction materials" is turned o
I can understand why this is the case, but I feel like the logic should be amended to ALLOW providing items, IF the request filter is at zero (meaning, they currently don't need any). Maybe if they have 1 stack already, then they can distribute any excess.
The request goes to 0 as soon as the ...
- Sun Jul 19, 2026 1:11 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Make platform-platform-planet transfers smarter
- Replies: 6
- Views: 902
Re: [2.1] Make platform-platform-planet transfers smarter
its crazy that this is an issue, you already have a thing that can determine who does what and prevent loops, you can just check "provide materials to other platforms" to break any potential loops
- Tue Apr 22, 2025 12:05 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 247
- Views: 176726
Re: Version 2.0.45
much ado about nothing
- Sun Nov 10, 2024 8:28 am
- Forum: Not a bug
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 5
- Views: 2002
Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
ok i managed to get the spikes to go away by deleting every collector and every turret on the ship and undoing that, deleting any group of them individually doesn't work (all gun turrets but nothing else, etc) so maybe a bugged interaction with turrets and collectors in close proximity?
- Sun Nov 10, 2024 7:36 am
- Forum: Not a bug
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 5
- Views: 2002
Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
i have narrowed it down to the ship "Rocinante" in my save, if i just delete the whole ship with commands (and just this ship, which doesn't have that many turrets or turret priorities) the UPS spikes just go away. Just trimming stuff off however i cant seem to fix it, the fact that this ship, with ...
- Sun Nov 10, 2024 6:39 am
- Forum: Not a bug
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 5
- Views: 2002
Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
yea so some more testing, i cant really seem to find some thing weird im doing that seems to be outside the norm, i tried first deleting my biter jail, then deleting biters in general on nauvis, then i deleted enemies on gleba, still no dice still having the issue, it does go away if i delete ...
- Sat Nov 09, 2024 11:17 pm
- Forum: Not a bug
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 5
- Views: 2002
[2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
11-09-2024, 18-09-08.png
name on the tin, i have 9 ships constantly moving back and forth, with at least 4 always active, plus my nauvis turrets and gleba turrets (plus a biter jail on nauvis where biters still spawn but are instantly killed by laser turrets), the spikes happen every 5-20 seconds ...
name on the tin, i have 9 ships constantly moving back and forth, with at least 4 always active, plus my nauvis turrets and gleba turrets (plus a biter jail on nauvis where biters still spawn but are instantly killed by laser turrets), the spikes happen every 5-20 seconds ...
- Fri Oct 25, 2024 4:26 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 78
- Views: 59477
Re: Auto-launching of mixed rockets
You can set a custom rocket load out on the space platform, there is a option for that.
But I think it's still only a single type of item that gets send, so the rocket is mostly empty.
You're supposed to automate that with the circuit network.
And honestly I think it's fine that way, it's still ...