Search found 9 matches
- Sat Nov 23, 2024 2:17 am
- Forum: Gameplay Help
- Topic: Explain Thruster Performance Curves
- Replies: 3
- Views: 3829
Re: Explain Thruster Performance Curves
The fluid usage says "200% when fulfilled to 80%". I don't understand that. Is that related to how much fuel I feed into the thruster? If so, what does 120/s refer to? Is that the 200% usage already, or the 100% usage? That makes no sense to me.
The 200% makes absolutely no sense. The ...
- Mon Nov 18, 2024 11:46 am
- Forum: Ideas and Suggestions
- Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
- Replies: 52
- Views: 5221
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
Not being able to insert processing units using inserters does sound like a design oversight.
But after minute of thinking I came up with an idea, why not make the rocket silos modular. Let the rocket silos itself take only the rocket part ingredients, but then have some kind of cargo loader (1 Γ 3 ...
But after minute of thinking I came up with an idea, why not make the rocket silos modular. Let the rocket silos itself take only the rocket part ingredients, but then have some kind of cargo loader (1 Γ 3 ...
- Sat Nov 16, 2024 9:45 am
- Forum: News
- Topic: Friday Facts #437 - Cargo Pod Deep Dive
- Replies: 45
- Views: 11632
Re: Friday Facts #437 - Cargo Pod Deep Dive
It wasn't until this FFF, that I realized that the cargo pod uses gravity to dock to the space platform. Which is in a micro gravity environment.
So the landing animation in space is physically inaccurate. Same goes for the launch of cargo pod from space platform. It's launched upward but ...
So the landing animation in space is physically inaccurate. Same goes for the launch of cargo pod from space platform. It's launched upward but ...
- Mon Nov 11, 2024 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Setting assembler recipes should retain valid ingredients
- Replies: 6
- Views: 952
Set recipe should not trash resources used by new recipe
TL;DR
Using circuit "set recipe" should not trash resources that are used by new recipe.
Why?
Pumpjack, Chemical plant and Oil refinery have quite similar resource demands. The common ones are Steel plate, Iron gear wheel, Electronic circuit and Pipe.
These are used in different amounts by all ...
Using circuit "set recipe" should not trash resources that are used by new recipe.
Why?
Pumpjack, Chemical plant and Oil refinery have quite similar resource demands. The common ones are Steel plate, Iron gear wheel, Electronic circuit and Pipe.
These are used in different amounts by all ...
- Fri Jul 07, 2017 8:34 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 77986
Re: Friday Facts #198 - Rail segment visualisation
Few things I have in mind:
CRC, really? Well it's not like it cannot be used as a hash function for collision checks (even though it's not its purpose). So I wonder, is CRC an actual alogrithm used to generate the checksum or it's just one of those brainfarts when developers use a different name ...
CRC, really? Well it's not like it cannot be used as a hash function for collision checks (even though it's not its purpose). So I wonder, is CRC an actual alogrithm used to generate the checksum or it's just one of those brainfarts when developers use a different name ...
- Mon May 29, 2017 8:48 am
- Forum: Won't implement
- Topic: Client side modding (UI / UX)
- Replies: 5
- Views: 5348
Re: Client side modding (UI / UX)
I know those mods already exist, but they have to be installed on server.
The point of client side mods is that they can modify game state (by sending changes in the same way it happens when you place stuff manually) and that is something that doesn't have to be run on all peers.
The point of client side mods is that they can modify game state (by sending changes in the same way it happens when you place stuff manually) and that is something that doesn't have to be run on all peers.

- Fri May 26, 2017 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.14] Crash when trying to select item in train scedule
- Replies: 9
- Views: 3952
Re: [0.15.14] Crash when trying to select item in train scedule
Same thing happened to me, with slightly different steps (I don't remember steps exactly but it included "item count" condition), while messing with train schedule.
But I could reproduce the bug according to ridcully's steps, the only difference is that I had to click on groups multiple times ...
But I could reproduce the bug according to ridcully's steps, the only difference is that I had to click on groups multiple times ...
- Fri May 19, 2017 7:16 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 184567
Re: Friday Facts #191 - Gui improvements
I guess I like those improvements more then I dislike them. While it was comfortable for me to see everything with just one key, the hassle with quick trash was just annoying.
Otherwise hotbar being only for shortcuts is actually pretty nice and so is ghost building, but I would still like to see ...
Otherwise hotbar being only for shortcuts is actually pretty nice and so is ghost building, but I would still like to see ...
- Sat May 06, 2017 7:31 pm
- Forum: Won't implement
- Topic: Client side modding (UI / UX)
- Replies: 5
- Views: 5348
Re: Client side modding (UI / UX)
Client side modding would be awesome feature.
These mods could improve user experience without need for mod to be active on server. Server doesn't really have to know everything what is client doing unless it's modyfing game state (like position of cursor or what window is displayed). And even if ...
These mods could improve user experience without need for mod to be active on server. Server doesn't really have to know everything what is client doing unless it's modyfing game state (like position of cursor or what window is displayed). And even if ...