Search found 38 matches
- Tue Dec 03, 2024 7:28 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 50
- Views: 5697
Re: Quality Gating is flawed
For Fulgora, Gleba and Vulkanus I have 1 thruster and 3 chemical plants (water, fuel, oxidizer). The thruster runs at a nice 30 fluid/s for a sedate 50-60 km/s speed. The thing is, my Nauvis-tech spaceship with rare quality can do 385km/h continuously. I have the the infrastructure for extremely fa...
- Sun Dec 01, 2024 2:08 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 50
- Views: 5697
Re: Quality Gating is flawed
My point is that there are multiple ways to go towards winning the game. Lets take the AM3 as example since you brought them up. You really don't need them on planets. I still have plenty of AM2s in my game after I won. You can build a bigger spaceship with AM2s or a smaller with AM3s. Going with A...
- Tue Nov 26, 2024 6:51 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 102
- Views: 14856
Re: Friday Facts #438 - Space Age wrap up
It seems that smart belt dragging isn't getting any testing whatsoever, either manual or automated. It's a completely broken mess with major regressions compared to previous releases (reported in the bug reports forum).
- Tue Nov 26, 2024 1:54 pm
- Forum: This Forum
- Topic: Post disappeared
- Replies: 9
- Views: 389
Post disappeared
The post (a link to it anyway) is showing up on the forum index and in my profile (the summary is there in the profile), but not in the actual thread:
viewtopic.php?f=8&t=116772&p=646002#p646002
viewtopic.php?f=8&t=116772&p=646002#p646002
- Tue Nov 26, 2024 1:20 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 77
- Views: 8519
The Gas Guzzler, the pinnacle of Nauvis technology
This ship is capable of continuously traveling at 384km/h (with the standard +-10km/h), with a fuel production of 70'000 per minute. The fuel consumption is way into the diminishing returns, the ship is within 10km/h of the maximum possible speed (regardless of fuel consumption) with rare quality th...
- Sat Nov 23, 2024 5:45 pm
- Forum: Gameplay Help
- Topic: Construction Robots Getting Destroyed in Friendly Fire
- Replies: 26
- Views: 1202
Re: Construction Robots Getting Destroyed in Friendly Fire
Quoteception incoming, take cover !! :lol: P.S.: Looks like something from default settings to me, and OP didn't say anything about extreme biter settings... The thing is, even with default settings, avoiding a constant stream of alerts is extremely challenging and pretty much outright impossible w...
- Sat Nov 23, 2024 4:58 pm
- Forum: Gameplay Help
- Topic: Construction Robots Getting Destroyed in Friendly Fire
- Replies: 26
- Views: 1202
Re: Construction Robots Getting Destroyed in Friendly Fire
IME, dragon teeth aren't helpful in preventing bot deaths. Quite the opposite actually. The biters happily attack and damage wall pieces, when they run into them - causing repairs and bots getting fried. If this happens for you, your dragon teeth are not properly designed. You need enough space for...
- Sat Nov 23, 2024 4:51 pm
- Forum: Gameplay Help
- Topic: Construction Robots Getting Destroyed in Friendly Fire
- Replies: 26
- Views: 1202
Re: Construction Robots Getting Destroyed in Friendly Fire
IME, dragon teeth aren't helpful in preventing bot deaths. Quite the opposite actually. The biters happily attack and damage wall pieces, when they run into them - causing repairs and bots getting fried. If this happens for you, your dragon teeth are not properly designed. You need enough space for...
- Sat Nov 23, 2024 4:50 pm
- Forum: Gameplay Help
- Topic: Construction Robots Getting Destroyed in Friendly Fire
- Replies: 26
- Views: 1202
Re: Construction Robots Getting Destroyed in Friendly Fire
IME, dragon teeth aren't helpful in preventing bot deaths. Quite the opposite actually. The biters happily attack and damage wall pieces, when they run into them - causing repairs and bots getting fried. If this happens for you, your dragon teeth are not properly designed. You need enough space for...
- Sat Nov 23, 2024 4:37 pm
- Forum: Gameplay Help
- Topic: Construction Robots Getting Destroyed in Friendly Fire
- Replies: 26
- Views: 1202
Re: Construction Robots Getting Destroyed in Friendly Fire
IME, dragon teeth aren't helpful in preventing bot deaths. Quite the opposite actually. The biters happily attack and damage wall pieces, when they run into them - causing repairs and bots getting fried. If this happens for you, your dragon teeth are not properly designed. You need enough space for...
- Sat Nov 23, 2024 3:02 pm
- Forum: Gameplay Help
- Topic: Construction Robots Getting Destroyed in Friendly Fire
- Replies: 26
- Views: 1202
Re: Construction Robots Getting Destroyed in Friendly Fire
The actual problem with your defenses here might be that you're letting your pollution outside of your perimeter wall. (And that you place flame turrets so close to walls they cannot fire on enemies attacking them if that's what you meant here ? Otherwise biters tend to take quite a lot of lingerin...
- Sat Nov 23, 2024 3:11 am
- Forum: Gameplay Help
- Topic: Limiting Thruster Fuel
- Replies: 10
- Views: 1026
Re: Limiting Thruster Fuel
If you ever stop that ship is going to get destroyed from the sides and back. Might be problematic if loading takes too long. My ship has 100% turret coverage. There is a turret in the middle and one in the back. That's enough to keep the ship safe, when it's parked in orbit. I very deliberately di...
- Sat Nov 23, 2024 2:44 am
- Forum: Gameplay Help
- Topic: Construction Robots Getting Destroyed in Friendly Fire
- Replies: 26
- Views: 1202
Re: Construction Robots Getting Destroyed in Friendly Fire
On a desert world with death world settings, I had something like 50 bots per minute getting destroyed by the flamethrowers, once behemoths showed up. There are mods that make construction bots fire proof. Alternatively, you can switch to gun turrets. They got really heavily nerfed with 2.0, but wit...
- Sat Nov 23, 2024 2:00 am
- Forum: Gameplay Help
- Topic: Limiting Thruster Fuel
- Replies: 10
- Views: 1026
Re: Limiting Thruster Fuel
IMO, buffering fuel is the wrong way to go. Waiting in orbit to collect asteroids is the really wrong way to go, you get far more resources while traveling. This Nauvis-tech ship is 100% self-sufficient and can continuously travel at 300km/h without any stops. There are 2 asteroid collectors. The th...
- Fri Nov 22, 2024 6:32 pm
- Forum: Pending
- Topic: [2.0.19] TransportLine::getItemsRange crash
- Replies: 5
- Views: 244
Re: [2.0.19] TransportLine::getItemsRange crash
I made some changes to the belt layout and there hasn't been any crash for 25 hours.
I strongly suspect that there is some corner case bug with very specific thread timing that was triggered by my base; perhaps memory corruption because of an object lifetime issue.
I strongly suspect that there is some corner case bug with very specific thread timing that was triggered by my base; perhaps memory corruption because of an object lifetime issue.
- Thu Nov 21, 2024 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Odd armor gridsize
- Replies: 13
- Views: 602
Odd armor gridsize
Why are there odd vertical gridsizes with quality armor? Pretty much all equipment has an even size, so there is a completely pointless empty row when populating a vertically odd-sized armor. Armor quality progression would be much smoother, if the vertical grid size was even. Alternatively, if batt...
- Thu Nov 21, 2024 6:14 pm
- Forum: Not a bug
- Topic: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
- Replies: 13
- Views: 3020
Re: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
Thanks for the workaround suggestions!
- Thu Nov 21, 2024 1:01 pm
- Forum: Not a bug
- Topic: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
- Replies: 13
- Views: 3020
Re: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
In map mode, you can at least place ghost items in a silo that's set for manual (will be delivered by bots). That works almost everywhere, including chests and assemblers.
- Thu Nov 21, 2024 10:56 am
- Forum: Not a bug
- Topic: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
- Replies: 13
- Views: 3020
Re: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
Rockets will only auto launch when they have one rockets worth of *one item type*, they will not auto launch mixed payloads. How is this not considered a bug? This is exceptionally janky behavior and interacts very, very poorly with quality. Platforms are a prime candidate for using as well as tran...
- Mon Nov 18, 2024 12:37 pm
- Forum: Pending
- Topic: [2.0.19] TransportLine::getItemsRange crash
- Replies: 5
- Views: 244
Re: [2.0.19] TransportLine::getItemsRange crash
I have a 13900KS, so hardware issues are theoretically possible. However, it's otherwise 100% stable, including massive compile jobs. The system has always been running with Intels recommended power and current limits set (and not the mainboard default settings) and the RAM is clocked at standard JE...