I'd expect that you need at least two different machines for desync to occur.
Search found 4 matches
- Wed Apr 19, 2023 10:23 pm
- Forum: Resolved Problems and Bugs
- Topic: desync in biter battles scenario
- Replies: 15
- Views: 3690
- Sat Feb 18, 2023 10:03 pm
- Forum: Ideas and Suggestions
- Topic: Toggle for multiplayer progress bars
- Replies: 0
- Views: 393
Toggle for multiplayer progress bars
TL;DR Progress bars.jpg What ? Make a toggle in settings or debug window (F4) hiding the progress bars (save, download, catching up, dropping, etc.) Why ? Time usage shown in debug window is very useful for improving multiplayer scenarios. Naturally, the most interesting data comes with players dro...
- Wed Nov 24, 2021 8:51 pm
- Forum: Modding help
- Topic: Get stats of accumulators on the network
- Replies: 2
- Views: 845
Re: Get stats of accumulators on the network
I know that's a bit late, but maybe it will help someone it the future :) You'd think that electric_network_statistics would be a solution to this problem, but apparently it can only give producers and consumers. Here's a code that finds every accumulator connected to the same network as some power ...
- Mon Jul 03, 2017 5:19 pm
- Forum: Balancing
- Topic: Portable fusion reactor [New recipe]
- Replies: 11
- Views: 4616
Portable fusion reactor [New recipe]
Actual recipe for Portable fusion reactor needs only 250 Processing units.
Now, when we have nuclear power in game, so Portable reactor could be made of Nuclear reactor and some circuts etc.
What about that?
Have a nice day
Now, when we have nuclear power in game, so Portable reactor could be made of Nuclear reactor and some circuts etc.
What about that?
Have a nice day