Two such configurations I can think of:
- turrets only on the front. It will survive the trip but will be damaged from the side or behind when in orbit.
- Not enough ammo production. It survived the trip consuming the buffer, but eventually run out
But both are clear ship design flaws most ...
Search found 50 matches
- Thu Nov 21, 2024 4:11 pm
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 9919
- Fri Nov 08, 2024 3:25 pm
- Forum: Assigned
- Topic: [Genhis][2.0.15] Mismatched units in space platforms
- Replies: 1
- Views: 442
[Genhis][2.0.15] Mismatched units in space platforms
This is one of those "literally unplayable" type of "bugs", but a change would be purely aesthetic, no gameplay changes.
The reported by the game mass and thrust do not match the change of velocity.
Space platform follow nice physical equations:
Net force = thrust*(1+m/m0) - drag [m0=10k tons ...
The reported by the game mass and thrust do not match the change of velocity.
Space platform follow nice physical equations:
Net force = thrust*(1+m/m0) - drag [m0=10k tons ...
- Sat Oct 26, 2024 5:45 pm
- Forum: Not a bug
- Topic: [2.0.9] Cliff Generation Scales with Water
- Replies: 3
- Views: 546
Re: [2.0.9] Cliff Generation Scales with Water
There is a small QoL issue with it. Since a player can turn off water entirely, disabling the scale sliders, manipulating with cliffs' parameters becomes harder.Earendel wrote: Thu Oct 24, 2024 8:53 am Since neither water nor cliffs can reasonably be separated from elevation, this is working as intended.
- Fri Sep 13, 2019 1:08 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 165313
Re: Friday Facts #309 - Controversial opinions
Adding limit how many bots can access chests does not solve the problem. You can create more chests instead. Here is another better solution for bots.
Yes... As intended.
If one wants huge transfers using bots, the 'airport' is needed. Bunch of chests and inserters.
If somebody worked for 200 ...
- Mon Sep 02, 2019 4:00 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 165313
Re: Friday Facts #309 - Controversial opinions
In one of the discussions was proposed a more or less easy fix for robots.
>There is no reason to mess with belts at all when bots can 'teleport' unlimited resources between storage chests.
Chests can get a limit on how much robots per second can access it. The other bots are just waiting, a ...
>There is no reason to mess with belts at all when bots can 'teleport' unlimited resources between storage chests.
Chests can get a limit on how much robots per second can access it. The other bots are just waiting, a ...
- Fri Apr 12, 2019 6:15 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 43467
- Mon Mar 18, 2019 11:05 am
- Forum: General discussion
- Topic: New biter graphics make hunting difficult (pic)
- Replies: 17
- Views: 6430
Re: New biter graphics make hunting difficult (pic)
The antagonist should be worthy of a fight, otherwise I'm just a monster.
But... you are. You commit an Insectocide, because they are in your way to get more rockets per minute. The bugs aren't villains, they are animals that try to defend themselves from a huge stinking colony that emits ...
- Thu Mar 07, 2019 4:58 pm
- Forum: Duplicates
- Topic: [0.17.7] [Linux] Crash on start at 75% (png_safe_error)
- Replies: 6
- Views: 2517
Re: [0.17.7] Crash on start at 75%
Does the game load now?
Yes.
The game also loaded almost always in 0.17.7, the error occurred only once. I ran it at least once (I played yesterday)
before the bug and couple of times after (I turned it off and on to check if it would happen again).
If there is nothing obvious in the log ...
- Thu Mar 07, 2019 3:45 pm
- Forum: Duplicates
- Topic: [0.17.7] [Linux] Crash on start at 75% (png_safe_error)
- Replies: 6
- Views: 2517
Re: [0.17.7] Crash on start at 75%
Sorry, I have already updated to *.8.
- Thu Mar 07, 2019 1:51 pm
- Forum: Duplicates
- Topic: [0.17.7] [Linux] Crash on start at 75% (png_safe_error)
- Replies: 6
- Views: 2517
[0.17.7] [Linux] Crash on start at 75% (png_safe_error)
Happened only once (I played a day earlier the same version and after a bug tried to recreate a couple of times), around "75% loading".
Linux, steam, AMD cpu with F2 bios.- Wed Mar 06, 2019 11:18 am
- Forum: General discussion
- Topic: Some 0.17.6 changes in the campaign
- Replies: 34
- Views: 13042
Re: Some 0.17.6 changes in the campaign
Yes, he still destroys your iron miners.
Fraking toasters!
In 0.17.04 he not only run over them but also builds the automated iron mine over the one built by me.
Also, run over a turret if placed in a nice spot on a cliff near south-east entrance.
The turret was expendable, the fat stack of ...
- Wed Mar 06, 2019 1:40 am
- Forum: General discussion
- Topic: Some 0.17.6 changes in the campaign
- Replies: 34
- Views: 13042
Re: Some 0.17.6 changes in the campaign
Is Compilatron still killing our buildings?
- Tue Jan 23, 2018 7:24 pm
- Forum: Releases
- Topic: Version 0.16.18
- Replies: 26
- Views: 20450
Re: Version 0.16.18
@belt buff.
-Is the idea to 'discretize' belts still under consideration?
This means that object can be placed only in a set of points/nodes on the belt,
and these points are every x, where x is the minimal possible distance between objects on belts. This will cause that if there is empty space on ...
-Is the idea to 'discretize' belts still under consideration?
This means that object can be placed only in a set of points/nodes on the belt,
and these points are every x, where x is the minimal possible distance between objects on belts. This will cause that if there is empty space on ...
- Thu Jan 11, 2018 2:33 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 463473
Re: Friday Facts #224 - Bots versus belts
I didn't read all 41 pages of this thread, so, if I'm repeating - sorry.
One of the topics here was how to nerf bots in a sane way. Many ideas, like ground bots and interacting bost, were unacceptable because they strip boots off their main advantage - computational effectivity. A bot do almost ...
One of the topics here was how to nerf bots in a sane way. Many ideas, like ground bots and interacting bost, were unacceptable because they strip boots off their main advantage - computational effectivity. A bot do almost ...
- Sun May 28, 2017 11:37 pm
- Forum: General discussion
- Topic: Nuclear component heat capacity
- Replies: 9
- Views: 6027
Re: Nuclear component heat capacity
But I haven't seen anyone run the numbers on how much energy is stored by the reactors and heat pipes themselves,
You just haven't read my posts;-) But it was inside other threads.
I like it phrased in that way: to store one fuel cell (8GJ, "burned" without bonus) we need 16 heatpipes (working ...
You just haven't read my posts;-) But it was inside other threads.
I like it phrased in that way: to store one fuel cell (8GJ, "burned" without bonus) we need 16 heatpipes (working ...
- Sun May 21, 2017 10:47 am
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 60865
Re: Version 0.15.12
With the current way the heat pipes work, however, it doesn't seem practical for three reasons:
1) Heat drains out of the reactor and pipes verrry slowly making the feedback time very looong
2) When the heat pipes reach 500C, the steam engines drop to zero output in only a few seconds
3) Single ...
- Thu May 18, 2017 8:29 pm
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 54049
Re: What programming language Factorio is written in?
While many people learned c++ after c, learning c only for later learning c++ this is far from optimal. You will invest time to learn c, then more to unlearn most of it:) Tricks "from c" can be used in c++, but this is not how one should write in c++ most of the times.
Just grab a _modern_ book for ...
Just grab a _modern_ book for ...
- Wed May 17, 2017 11:12 am
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 60824
Re: Version 0.15.11
I was sure I send it earlier:
It shouldn't make the efficient nuclear setups impossible, it should force you to build heat pipes shorter and branch faster.
The original idea of the whole heatpipe system was to force some kind of fractal designs, which is probably not going to happen, but this ...
It shouldn't make the efficient nuclear setups impossible, it should force you to build heat pipes shorter and branch faster.
The original idea of the whole heatpipe system was to force some kind of fractal designs, which is probably not going to happen, but this ...
- Wed May 17, 2017 1:49 am
- Forum: General discussion
- Topic: [0.15] Map presets comparison on one picture.
- Replies: 2
- Views: 2434
Re: [0.15] Map presets comparison on one picture.
I wonder... how to combine marathon/DW with rail world?
I assume you would just copy rail world's Resource Settings and keep the marathon/DW Advanced Settings? It would be crazy tho!
:-)
This is exactly my point. How to combine it and not get killed for stupid reasons. Like "you do not have ...
I assume you would just copy rail world's Resource Settings and keep the marathon/DW Advanced Settings? It would be crazy tho!
:-)
This is exactly my point. How to combine it and not get killed for stupid reasons. Like "you do not have ...
- Tue May 16, 2017 10:53 pm
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 60824
Re: Version 0.15.11
It's not broken, you just don't understand the new mechanic (*edit* - you missed the issue of a perfect heat balance - see below). Heat pipes appear to now have a static 1C delta from pipe to pipe.
Yes, this is it. When we subtract 'pipe polarization' for ~50 pipes:
([ 692-512, 624-509, 601 ...