Search found 38 matches

by sushi_eater
Tue Dec 03, 2024 7:28 pm
Forum: General discussion
Topic: Quality Gating is flawed
Replies: 60
Views: 12765

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 ...
by sushi_eater
Sun Dec 01, 2024 2:08 pm
Forum: General discussion
Topic: Quality Gating is flawed
Replies: 60
Views: 12765

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 ...
by sushi_eater
Tue Nov 26, 2024 6:51 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 107
Views: 31563

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).
by sushi_eater
Tue Nov 26, 2024 1:54 pm
Forum: This Forum
Topic: Post disappeared
Replies: 9
Views: 914

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
by sushi_eater
Tue Nov 26, 2024 1:20 pm
Forum: Show your Creations
Topic: Space Platforms
Replies: 131
Views: 29351

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 ...
by sushi_eater
Sat Nov 23, 2024 5:45 pm
Forum: Gameplay Help
Topic: Construction Robots Getting Destroyed in Friendly Fire
Replies: 26
Views: 2600

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 ...
by sushi_eater
Sat Nov 23, 2024 4:58 pm
Forum: Gameplay Help
Topic: Construction Robots Getting Destroyed in Friendly Fire
Replies: 26
Views: 2600

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 ...
by sushi_eater
Sat Nov 23, 2024 4:51 pm
Forum: Gameplay Help
Topic: Construction Robots Getting Destroyed in Friendly Fire
Replies: 26
Views: 2600

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 ...
by sushi_eater
Sat Nov 23, 2024 4:50 pm
Forum: Gameplay Help
Topic: Construction Robots Getting Destroyed in Friendly Fire
Replies: 26
Views: 2600

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 ...
by sushi_eater
Sat Nov 23, 2024 4:37 pm
Forum: Gameplay Help
Topic: Construction Robots Getting Destroyed in Friendly Fire
Replies: 26
Views: 2600

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 ...
by sushi_eater
Sat Nov 23, 2024 3:02 pm
Forum: Gameplay Help
Topic: Construction Robots Getting Destroyed in Friendly Fire
Replies: 26
Views: 2600

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 ...
by sushi_eater
Sat Nov 23, 2024 3:11 am
Forum: Gameplay Help
Topic: Limiting Thruster Fuel
Replies: 10
Views: 2730

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 ...
by sushi_eater
Sat Nov 23, 2024 2:44 am
Forum: Gameplay Help
Topic: Construction Robots Getting Destroyed in Friendly Fire
Replies: 26
Views: 2600

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 ...
by sushi_eater
Sat Nov 23, 2024 2:00 am
Forum: Gameplay Help
Topic: Limiting Thruster Fuel
Replies: 10
Views: 2730

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 ...
by sushi_eater
Fri Nov 22, 2024 6:32 pm
Forum: Pending
Topic: [2.0.19] TransportLine::getItemsRange crash
Replies: 5
Views: 431

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.
by sushi_eater
Thu Nov 21, 2024 6:33 pm
Forum: Ideas and Suggestions
Topic: Odd armor gridsize
Replies: 13
Views: 970

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 ...
by sushi_eater
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: 8227

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.
by sushi_eater
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: 8227

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 ...
by sushi_eater
Mon Nov 18, 2024 12:37 pm
Forum: Pending
Topic: [2.0.19] TransportLine::getItemsRange crash
Replies: 5
Views: 431

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 ...

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