Every fluid recipe has internal fluid buffers for both inputs and outputs.
For example, for molten copper from lava, the internal input buffer for lava is 2x the recipe (500 lava per craft, so 2x500=1000), and also 2x the recipe for the molten copper internal output buffer.
04-30-2025, 01-35-18 ...
Search found 48 matches
- Tue Apr 29, 2025 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Increase internal fluid output buffers of "assemblers" to at least 3x recipe
- Replies: 0
- Views: 200
- Tue Apr 29, 2025 11:39 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.46] Rocket silo launches are broken
- Replies: 7
- Views: 1633
[2.0.46] Rocket silo launches are broken
I think its whenever 2+ ships are requesting the same item, even if request is fulfilled on some of them (and guessing it has to do with the bugfix regarding negative orbital request amounts), the rocket silos will take longer to launch.
Examples in the savefile are the gleba (agricultural science ...
Examples in the savefile are the gleba (agricultural science ...
- Tue Apr 29, 2025 11:15 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 13483
Re: Version 2.0.46
Lots of stuff, nice but this "broke" rocket silo throughput a lot.
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request ...
- Tue Apr 29, 2025 10:51 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 13483
Re: Version 2.0.46
Lots of stuff, nice but this "broke" rocket silo throughput a lot.
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base. Seems to only happen with 2+ ships in orbit with the same ...
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base. Seems to only happen with 2+ ships in orbit with the same ...
- Mon Apr 21, 2025 8:01 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
bad faith argumentation
The thing that is so frustrating is that initially you think the person you're talking to is just misunderstanding your point, so you go to great effort trying to articulate your argument. And it's only after a while you realize they aren't even trying to understand ...
- Mon Apr 21, 2025 7:09 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
If you think nothing should change in the game, go ahead.
I think this is the crux of the argument, and the difficult thing in public discourse to understand, and the point of conflict. There's no right or wrong answer - it's a difference in opinion. On one side there are people who think the ...
- Mon Apr 21, 2025 3:08 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
I wanted to bring attention to how the targeting algorithm has "issues" with regards to HP/closest target when it comes to one-shotting cases, such as railguns + huge asteroids. The very spirit of the algorithm was to make it a really good one and it works in most cases. This is one case where ...
- Sun Apr 20, 2025 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
If your railguns are failing their targeting because of rocket splash, have you tried moving your rockets back a few tiles?
no, but my guess is this would only marginally help but then it would probably take damage from other smaller asteroids instead.
Really though, I'm not looking for help ...
- Sat Apr 19, 2025 8:50 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
unless you meme with nukes or with way too many rockets/lasers and with a ship that goes super slow or something
Thank you for recognizing that my argument is correct, that some ship design that are perfectly fine right now would break because you want your currently failing ship to work ...
- Sat Apr 19, 2025 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
So your point is people have railguns that oneshot huge asteroids, but they rely on the 50-250 damage the explosive rockets do to a 5k/10k health target. If this sentence doesn't make sense to you, either think for an hour before responding till it does, or you just have never made a prom ship ...
- Sat Apr 19, 2025 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
.
I'll only address your last point and then I'm done with you.
So your point is people have railguns that oneshot huge asteroids, but they rely on the 50-250 damage the explosive rockets do to a 5k/10k health target. If this sentence doesn't make sense to you, either think for an hour before ...
- Sat Apr 19, 2025 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
I guess all the tests and reasoning didn't demonstrate it, now its about popularity.
Yeah since my first post on this thread i thought this was not a good idea because it was a niche case you want to solve, when there are as you say yourself many method that could work, and your proposal isn ...
- Sat Apr 19, 2025 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
I think you should publish the mod that makes huge asteroid immune to explosions, because although i don't expect it to be popular, it may be and thus demonstrate how useful the change could be.
I guess all the tests and reasoning didn't demonstrate it, now its about popularity.
I wouldn't ...
- Sat Apr 19, 2025 9:53 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
Made the mod (thankfully someone else had already made a mod altering asteroid resistances) and ran the EditorPromethiumShipBig4 savefile (both attached) for ~18 hours with the mod enabled.
With the mod enabled you can see below what happened. Anything after the crosshair in the "losses" is after ...
With the mod enabled you can see below what happened. Anything after the crosshair in the "losses" is after ...
- Fri Apr 18, 2025 9:13 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
Lost you there a bit, but what I was recommending was having the same ship and running it with the mod on or off for a few runs and see if there is a difference in how frequently it gets damaged.
Yeah but that is not a proper test to me, you propose a change to solve a problem alledgedly ...
- Fri Apr 18, 2025 8:44 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
I think if you make a mod, it would be easier for me to demonstrate wether or not it's possible to have a laser turret damage a huge asteroid, and then make sure there is not enough railguns to destroy it because they'd all be busy shooting at other huge asteroid which would show a similar problem ...
- Fri Apr 18, 2025 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
I'm pretty sure I explained all this in previous posts...
You did with increasing amount of clarity, but it doesn't mean i share your explanations, a mod would definitly allow to verify, i may be the one who's wrong !
Instead of turret 4 switching to the damaged huge carbonic which is now ...
- Fri Apr 18, 2025 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
You did not understand. Try again... The problem isn't a waste of rocket ammo, its the damage itself...
My understanding is that you propose changing a resistance from 99% to 100% thinking it would impact targetting algo, but i don't think it would, if something has 100% or 99% it doesn't ...
- Fri Apr 18, 2025 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
Now if you are going to argue 99% resistance is Wube-intended specifically so that players have to deal with the targetting algorithm being affected in ways you may not expect, then I highly doubt they planned/predicted that. It was probably done for "aesthetic" reasons as 100% may have felt too ...
- Fri Apr 18, 2025 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 2744
Re: Change huge asteroid explosive resistance to 100%
I understand what you're saying. I guess I just view it like one of those jams that only happens rarely, but you can solve it by accounting for it. I have double the density of railguns on my current promethium ship and I've never had an issue. Which doesn't mean there never would be one, but ...