It's the only vehicle which can carry a battery, so it deserves its own battery display too.
Search found 129 matches
- Mon Aug 17, 2020 2:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Spidertron missing its own battery indicator
- Replies: 4
- Views: 2698
- Sat Nov 23, 2019 11:33 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 32268
Re: Friday Facts #322 - New Particle system
Isn't particles usually some sort of shaders that only lives in the graphics card? And thus use no CPU power nor RAM. Particles in Factorio can spawn other particles, other entities, smoke, do damage, and so on. They couldn't ever just live in render-only land. Also, you still have to spend CPU tim...
- Sun Sep 22, 2019 1:30 pm
- Forum: Technical Help
- Topic: [0.17.68] Server is not responding - Multiplayer Issues.
- Replies: 5
- Views: 2776
Re: [0.17.68] Server is not responding - Multiplayer Issues.
Ping completes fine on the outwards direction.BlueTemplar wrote: ↑Sun Sep 22, 2019 8:37 am What happens when you try to ping those servers, and they try to ping you ?
I don't run any of the servers, so I can't say for sure, but my computer is behind router NAT so I don't think that will work.
- Sun Sep 22, 2019 11:09 am
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 8085
Re: LuaTechnology.level is not consistent
If neutrally asking for more information on a request is "less than stellar initial attitude" then I truly wonder what else you'd expect. I'm really sorry for the confusion, eradicator was right, and I was talking about the WRONG and other similarly obnoxious behaviour towards others tryi...
- Sun Sep 22, 2019 4:00 am
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 8085
- Sun Sep 22, 2019 3:35 am
- Forum: Technical Help
- Topic: [0.17.68] Server is not responding - Multiplayer Issues.
- Replies: 5
- Views: 2776
Re: [0.17.68] Server is not responding - Multiplayer Issues.
I am having similar issues while trying to join MP games. I've not had this issue in earlier versions (prior to 17.60) and it seems to be random what games triggers this server not responding glitch. The other players in the MP game don't report any similar issues. I'm playing on the latest 17.69 st...
- Sun Jul 28, 2019 4:09 pm
- Forum: Implemented in 2.0
- Topic: Allow placement of water well pumps onto tiles that were previously landfilled
- Replies: 14
- Views: 4225
Allow placement of water well pumps onto tiles that were previously landfilled
Currently, pumps can only be placed onto tiles that straddle the water/land boundary, and as a result poor choices in landfill (or misclicks) result in a state where a blueprint may not be placeable without resorting the use of console or mods (such as waterfill), therefore affecting the ability of ...
- Fri Jul 12, 2019 10:43 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 64652
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
I do have one issue with the FFF though, in that people arbitraging the games across regions is being referred to as "regional fraud". This is pretty ridiculous, since it only stems from the store trying to sell the same digital product at different prices, effectively performing economic ...
- Fri Jul 12, 2019 4:50 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 64652
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
No wonder the anti-fraud on Humble was over-tuned to the point of blocking a perfectly legitimate purchase from me. The devs have apparently 10% fraud rates prior to switching up their payment system.
Thank god for GOG and their sane systems.
Thank god for GOG and their sane systems.
- Thu Jul 11, 2019 3:05 am
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 32187
Re: A Case for Balancing Nuclear Power
Yes, as O(1) really means O(1*N) where N is the number of entities. In this case, separate power networks with solar connected. This makes no sense given the paradigm of big O notation. eradicator's previous is 100% correct. "O(1*N)" is defined as O(N), not O(1) as you are saying. Solar p...
- Wed Jul 10, 2019 4:49 pm
- Forum: Modding interface requests
- Topic: Ability to whitelist LuaPlayer::connect_to_server() servers
- Replies: 1
- Views: 1140
Ability to whitelist LuaPlayer::connect_to_server() servers
Firstly, thanks for the implementation! This will make server-hopping much more interesting in multi-map scenarios such as Clusterio. I would like to request an improvement to this command, specifically the ability to whitelist servers from this list. While the prompt is important to avoid potential...
- Tue Jul 09, 2019 2:11 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 32187
Re: A Case for Balancing Nuclear Power
I totally use nuclear for my megabase. It's not a 100% efficient megabase, but it still does 2k spm with biters at a respectable UPS. This is a game, and it's intended to be fun. For me, nuclear is way more fun than placing down a million solar panels and accumulators. That's reason enough to use it...
- Tue Jul 09, 2019 11:01 am
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 15550
Re: Should standing next to an active reactor harm player health?
Uranium 235 is not appreciably radioactive. It has a 700MY half life and doesn't require containment to remove the radiation hazard.
- Tue Jul 09, 2019 10:58 am
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 15550
Re: Should standing next to an active reactor harm player health?
Short answer to the suggestion: NO. It will not add realism. I once worked with radioactive materials and I have even been in a reactor. There are procedures and protections. You don't "just get irradiated" for working with them or being near. If it did... we'd tell them to go jump off a ...
- Mon Jul 08, 2019 12:59 am
- Forum: Technical Help
- Topic: [0.16.latest] Map reached old computer ability to run it
- Replies: 10
- Views: 3479
Re: [0.16.latest] Map reached old computer ability to run it
IMO there is little point in trying to upgrade the E8400, it's over 11 years old and you might spend more upgrading it than simply getting a newer computer due to difficulty in getting parts for it. As others have mentioned, UPS depends on the CPU (not GPU) and you are unlikely to gain much from add...
- Fri Jul 05, 2019 3:22 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 19791
Re: Friday Facts #302 - The multiplayer megapacket
What exactly are the giant basketball hoop and the four pillars entities in the video linked in the FFF?
I've only played on .17, but they don't look like any .16 graphics entity I know of. Are mods allowed on specific clusterio servers?
I've only played on .17, but they don't look like any .16 graphics entity I know of. Are mods allowed on specific clusterio servers?
- Thu Jun 20, 2019 9:14 pm
- Forum: Balancing
- Topic: Biter AI pathing makes game too easy.
- Replies: 21
- Views: 11697
Re: Biter AI pathing makes game too easy.
It's mainly them walking to their deaths one by one and the exploit of one-tile-water-that-you-and-almost-anything-in-your-factory-can-go-thru-except-biters that gets me. They should at least see that other biters are charging around them and charge too, yes? And they are a seemingly untouched spec...
- Thu Jun 20, 2019 2:12 am
- Forum: Balancing
- Topic: Biter AI pathing makes game too easy.
- Replies: 21
- Views: 11697
Re: Biter AI pathing makes game too easy.
I feel the balance of biter difficulty in this game is just right for vanilla freeplay. While an experienced player with a good understanding of biter pathing mechanics can trivialise them with effective chokepoint usage (as you have done in your screenshot with water and trees), it's much less appl...
- Mon Jun 17, 2019 8:30 pm
- Forum: Gameplay Help
- Topic: UPS friendly, nuclear reactor design?
- Replies: 33
- Views: 13574
Re: UPS friendly, nuclear reactor design?
Perfect ratios aren't that bad if you stop caring about hitting them all at the same time. Here's my 1.1GW plant that supposedly wastes 31 turbines (had to look up the numbers ;p), but has "perfect" heat exchangers. The real limit here is pipe throughput. If you use one-sided input you ne...
- Mon Jun 17, 2019 7:47 pm
- Forum: Ideas and Suggestions
- Topic: 0.17 Laser turret shooting speed
- Replies: 10
- Views: 3507
Re: 0.17 Laser turret shooting speed
What makes laser turrets so "good" is not that they are better than the others in all aspects, but they have less weak points than the others. This is precisely the point. It is extremely easy to supply power to a laser turret, and it is difficult for biters/spitters to take down a well d...