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 ...
Search found 65 matches
- Sun Jan 19, 2025 2:15 pm
- Forum: Assigned
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 13
- Views: 3218
- Sun Jan 19, 2025 11:22 am
- Forum: Technical Help
- Topic: [2.0.28] Non-deterministic behavior in single player?
- Replies: 0
- Views: 101
[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: 194
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: 194
[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: 469
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: 293
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: 579
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: 293
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: 293
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: 119
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: 405
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: 279
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: 279
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: 487
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: 279
[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 ...
- Wed Dec 18, 2024 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
- Replies: 22
- Views: 8339
Re: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
Ah, okay. So basically just having idle collectors (that are actively trying to collect chunks and aren't disabled by filters) is just bad, wherever they are? Seems like that's just a lot more likely to occur on the side, below other collectors that would pick up the chunks they're looking for ...
- Tue Dec 17, 2024 10:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/Rseding] Endgame trip to Shattered Planet is incredibly laggy
- Replies: 22
- Views: 8339
Re: Endgame trip to Shattered Planet is incredibly laggy [Spoiler]
Wider ships with front-facing asteroid collectors (and a limited number of side-facing ones) should perform better because they don't have to track asteroid chunks which are likely to be caught by collectors on the sides above them.
First of all, thank you for optimizing this. That said, I'm ...
- Mon Dec 16, 2024 9:42 pm
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 47
- Views: 3844
Re: Does "Quality" Make Fusion Reactors Worse?
No , they have the same efficiency when they have the same neighbour bonus and same 100% output (and they produce more power for the same footprint ! )
But they won't have the same neighbor bonuses! That's what I've been saying this entire time: for any given power output, as long as it's more ...
- Mon Dec 16, 2024 1:22 pm
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 47
- Views: 3844
Re: Does "Quality" Make Fusion Reactors Worse?
No it's not impractical at all, you just need to have a base that consume more than it can produce and rely on other source for the differential.
Sure, and in those situations, you'll get more efficiency out of the fusion reactors by using lower quality reactors.
[Moderated by Koub : response ...
- Mon Dec 16, 2024 1:06 pm
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 47
- Views: 3844
Re: Does "Quality" Make Fusion Reactors Worse?
[Moderated by Koub : response to a since then moderated post]