Search found 65 matches

by Orum
Sun Jan 19, 2025 2:15 pm
Forum: Assigned
Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
Replies: 13
Views: 3218

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 ...
by Orum
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 ...
by Orum
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.
by Orum
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 ...
by Orum
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 ...
by Orum
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).
by Orum
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 ...
by Orum
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.
by Orum
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 ...
by Orum
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.
by Orum
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 ...
by Orum
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).
by Orum
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 ...
by Orum
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.
by Orum
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 ...
by Orum
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 ...
by Orum
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 ...
by Orum
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 ...
by Orum
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 ...
by Orum
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]

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