Oops, I forgot to upload the save file a while ago. Well, better late than never: link .
Note that this is saved without the performance enhancing mods enabled, the most important of which is "Remove Asteroid Particles". I also have used "FPS Friendly Thrusters" and "Remove Weapon Particles" but ...
Search found 70 matches
- Wed Mar 19, 2025 7:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 24
- Views: 6591
- Wed Mar 12, 2025 9:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 24
- Views: 6591
Re: [Lou] [2.0.15] Railgun is shooting other Railsguns
I will upload a save when I get back home. There are two things that make reproducing this very annoying, however.
First is that this seems to occur very rarely. When I tested a trip all the way to the shattered planet, which takes my platform around 2.1 hours, it only happened once. As for what ...
First is that this seems to occur very rarely. When I tested a trip all the way to the shattered planet, which takes my platform around 2.1 hours, it only happened once. As for what ...
- Wed Mar 12, 2025 3:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 24
- Views: 6591
Re: [Lou] [2.0.15] Railgun is shooting other Railsguns
I'm still seeing issues with this even on 2.0.39. I'm trying to get a recording of it happening, but it occurs rarely (and I'm not even sure exactly where on my platform it's happening), so it may take a bit.
- Wed Mar 12, 2025 12:52 pm
- Forum: Implemented mod requests
- Topic: [2.0.10] Add mechanism to hide surfaces list
- Replies: 5
- Views: 787
Re: [2.0.10] Add mechanism to hide surfaces list
Definitely. Is there a mod that makes use of the API to do it yet? If not I'm thinking of making one...Usul wrote: Tue Mar 11, 2025 9:46 pm I wish this were a feature in vanilla. A simple button to collapse/expand the list would do it.
- Thu Feb 20, 2025 3:30 pm
- Forum: Releases
- Topic: Version 2.0.35
- Replies: 16
- Views: 7462
Re: Version 2.0.35
Now if only we could get it for train and space platform schedules.
- Sun Jan 19, 2025 2:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 24
- Views: 6591
Re: [Lou] [2.0.15] Railgun is shooting other Railsguns
They don't just hit other railguns that claim to be outside their range, they also hit collectors that claim to be outside of their range. For example, here is my railgun's alleged range, showing the collector outside of it:
range.jpg
And here it is killing the collector it supposedly can't hit ...
range.jpg
And here it is killing the collector it supposedly can't hit ...
- Sun Jan 19, 2025 11:22 am
- Forum: Technical Help
- Topic: [2.0.28] Non-deterministic behavior in single player?
- Replies: 0
- Views: 168
[2.0.28] Non-deterministic behavior in single player?
I'm posting this here as I'm not sure if this is considered a bug or not. I know non-deterministic behavior in multiplayer can cause desyncs though, which are an issue, so I figured it is worth mentioning even though I'm playing single player.
Anyway, the situation is that I've got a platform ...
Anyway, the situation is that I've got a platform ...
- Fri Jan 17, 2025 9:18 pm
- Forum: Technical Help
- Topic: [2.0.28] Any way to get better FPS on the shattered planet route?
- Replies: 2
- Views: 348
Re: [2.0.28] Any way to get better FPS on the shattered planet route?
Thank you! Just the "Remove Asteroid Particles" alone more than doubled my FPS.
- Fri Jan 17, 2025 2:49 pm
- Forum: Technical Help
- Topic: [2.0.28] Any way to get better FPS on the shattered planet route?
- Replies: 2
- Views: 348
[2.0.28] Any way to get better FPS on the shattered planet route?
On the shattered planet route, my FPS is dropping considerably when I look at the front of my ship and all the asteroids it's destroying. Sometimes it is so bad that I drop below 20 FPS, and that is despite the UPS remaining high (above 50). So, what options are there to improve FPS when you have a ...
- Mon Jan 13, 2025 8:41 am
- Forum: Ideas and Suggestions
- Topic: Circuit conditions for Labs/Biolabs, letting us set current research from circuit network
- Replies: 5
- Views: 838
Re: Circuit conditions for Labs/Biolabs, letting us set current research from circuit network
I want to give this a +1, because different researches have vastly different research speeds. I'm looking at you, "Research productivity!"
When I constantly switch between it and some other research (currently doing this manually, obviously, but that's why I want this to be implemented) I am fine ...
When I constantly switch between it and some other research (currently doing this manually, obviously, but that's why I want this to be implemented) I am fine ...
- Sun Dec 22, 2024 3:40 pm
- Forum: Gameplay Help
- Topic: Quality and percentages confusion.
- Replies: 4
- Views: 452
Re: Quality and percentages confusion.
After doing tests of this in game, I've discovered that the table in the "tips and tricks" is inaccurate, so I'll file a bug report about it (if I can't find one that was already filed).
- Sun Dec 22, 2024 1:01 am
- Forum: Gameplay Help
- Topic: Distribution on Fulgora
- Replies: 5
- Views: 1210
Re: Distribution on Fulgora
From experience I would say the only scalable way to handle Fulgora is to make a mini factory that can produce everything you'd want. Basically this boils down to the buildings you have to build there (recycler, EMPs), a few intermediate products (holmium plate, superconductors, etc.), and stuff to ...
- Sat Dec 21, 2024 11:02 pm
- Forum: Gameplay Help
- Topic: Quality and percentages confusion.
- Replies: 4
- Views: 452
Re: Quality and percentages confusion.
I haven't done any experimental tests, though I'm thinking at this point it may be the only way to actually answer this question.
- Sat Dec 21, 2024 10:41 pm
- Forum: Gameplay Help
- Topic: Quality and percentages confusion.
- Replies: 4
- Views: 452
Quality and percentages confusion.
I'm trying to answer what seems like it should be a simple question:
When crafting using 4 legendary quality module 3s (and no speed module influence, i.e. +24.8% quality) and a normal quality recipe, what percentage of the output will be normal quality items?
Based on what the "Tips and Tricks ...
When crafting using 4 legendary quality module 3s (and no speed module influence, i.e. +24.8% quality) and a normal quality recipe, what percentage of the output will be normal quality items?
Based on what the "Tips and Tricks ...
- Thu Dec 19, 2024 8:26 am
- Forum: Ideas and Suggestions
- Topic: [QOL] add support for binary and octal notation for number parsing
- Replies: 1
- Views: 224
Re: [QOL] add support for binary and octal notation for number parsing
Is there any reason to actually use this though? Sure, it might make sense from a completeness sake, but I bet few even use the hexadecimal option, save for maybe the few people building entire CPUs/ASICs/FPGAs/whatever with circuit networks.
- Thu Dec 19, 2024 8:22 am
- Forum: Ideas and Suggestions
- Topic: Turret angle control
- Replies: 2
- Views: 584
Allow limiting omnidirectional turrets to be directional
Currently, quality improvements on turret range can actually be a downgrade, as omnidirectional turrets will fire further to the sides (which can be very undesirable on space platforms). If we had a way to limit how far to the sides they could fire, this would not be an issue.
It doesn't have to be ...
It doesn't have to be ...
- Wed Dec 18, 2024 1:55 pm
- Forum: Not a bug
- Topic: [2.0.23] Bots stuck in mid-air, claiming no logistic storage space, despite plenty available.
- Replies: 5
- Views: 477
Re: [2.0.23] Bots stuck in mid-air, claiming no logistic storage space, despite plenty available.
Yeah, it wasn't hard to get the bots unstuck once I knew what the issue was. It's just annoying that I can't turn off construction robots on a per-spidertron basis (without unequipping the roboports, and reequipping them requires them to be within the logistic network AFAIK).
- Wed Dec 18, 2024 1:32 pm
- Forum: Not a bug
- Topic: [2.0.23] Bots stuck in mid-air, claiming no logistic storage space, despite plenty available.
- Replies: 5
- Views: 477
Re: [2.0.23] Bots stuck in mid-air, claiming no logistic storage space, despite plenty available.
Not sure how it got into that state--could the stuck bots have been part of your personal network before you left the planet in a rocket, for example? Or was there briefly a disconnected roboport? Seems like they should have been reassigned to the network they are in if their previous network ...
- Wed Dec 18, 2024 12:42 pm
- Forum: Assigned
- Topic: [GFX] [2.0.23] Icons with rocket use old model
- Replies: 4
- Views: 759
Re: [2.0.23] Icons with rocket use old model
To be fair, the "new" rocket is just the old one with a few bits strapped on the top.
- Wed Dec 18, 2024 12:10 pm
- Forum: Not a bug
- Topic: [2.0.23] Bots stuck in mid-air, claiming no logistic storage space, despite plenty available.
- Replies: 5
- Views: 477
[2.0.23] Bots stuck in mid-air, claiming no logistic storage space, despite plenty available.
What did you do?
I was deconstructing (via remote view) some requester chests full of inserters, trying to move their inventory to other requester chests.
What happened?
The bots picked up their inventory, but are now stuck in mid-air claiming that there is no logistic storage available ...
I was deconstructing (via remote view) some requester chests full of inserters, trying to move their inventory to other requester chests.
What happened?
The bots picked up their inventory, but are now stuck in mid-air claiming that there is no logistic storage available ...