I like the rocket turret, but when it is launching rockets it doesn't look as impressive as I expected.
Could you add a puff of smoke to represent the backblast?
In the space platform video it looks like the launch tubes are open in the back so it is strange there is no smoke/flames coming from ...
Search found 9 matches
- Fri May 10, 2024 11:37 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 27854
- Thu Apr 25, 2019 11:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] Roboport train does not deploy robots in automatic mode
- Replies: 4
- Views: 4578
Re: [0.17.32] Roboport train does not deploy robots in automatic mode
I made a replay that demonstrates the issue, in it I take the steps I described in 1a.
Fast forward to about 60% to get to the action.
Fast forward to about 60% to get to the action.
- Wed Apr 24, 2019 5:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] Roboport train does not deploy robots in automatic mode
- Replies: 4
- Views: 4578
Re: [0.17.32] Roboport train does not deploy robots in automatic mode
I did search, but apparently not good enough.
In case 1a the train is waiting at a station and I set it to manual.
In case 2a I do the same but the cargo wagon has the "enable logistics while moving" enabled.
So in the given save, disable the checkbox "enable logistics while moving".
Then enter ...
In case 1a the train is waiting at a station and I set it to manual.
In case 2a I do the same but the cargo wagon has the "enable logistics while moving" enabled.
So in the given save, disable the checkbox "enable logistics while moving".
Then enter ...
- Wed Apr 24, 2019 3:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] Roboport train does not deploy robots in automatic mode
- Replies: 4
- Views: 4578
[0.17.32] Roboport train does not deploy robots in automatic mode
A train with roboport equipement from a mod such as BobsVehicleEquipment does not deploy robots under some conditions, while I expect it should: The logistic map overlay shows the green area, but no bots are deployed.
Reproduction: (save file is included)
Start a new map (with some vehicle ...
Reproduction: (save file is included)
Start a new map (with some vehicle ...
- Fri Feb 08, 2019 3:25 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 49663
Re: Friday Facts #281 - For a Few Frames More
Would it be possible to cache the sprite atlases to disk (in some GPU friendly format) after they have been made so that they can be loaded directly the next startup?
That way you can keep the .png files but also have the speed increase of not having to re-create atlases and transcode etc.
That way you can keep the .png files but also have the speed increase of not having to re-create atlases and transcode etc.
- Fri Dec 07, 2018 1:30 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 37941
Re: Friday Facts #272 - Mod GUI
Even if the game automatically syncs mods with the server, as soon as you play on two or more servers regularly you have to start the game, select the server and then restart again to sync the mods, every time you switch server / modpack. (And modded loading times can be looooong)
Ideally you would ...
Ideally you would ...
- Fri Dec 07, 2018 12:28 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 37941
Re: Friday Facts #272 - Mod GUI
Will the new mods GUI support modpacks?
Currently I use the "--mod-directory" parameter in a shortcut but it's a hassle to manage and uses more space when the same mod is duplicated in multiple modpacks.
Currently I use the "--mod-directory" parameter in a shortcut but it's a hassle to manage and uses more space when the same mod is duplicated in multiple modpacks.
- Fri Dec 15, 2017 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.3] Crash on start on: "d3d_lock_region"
- Replies: 15
- Views: 10062
Re: [16.3] Crash on start
Same here too.
According to Taskmanager there is 1.5GB VideoRAM still aviable and plenty of normal RAM too.
Edit:
In case it matters it's a ZIP install of 0.16 and updated with the updater to 16.1, 16.2 and then 16.3.
Edit 2:
Setting texture compression (from auto) to false seems to have fixed the ...
According to Taskmanager there is 1.5GB VideoRAM still aviable and plenty of normal RAM too.
Edit:
In case it matters it's a ZIP install of 0.16 and updated with the updater to 16.1, 16.2 and then 16.3.
Edit 2:
Setting texture compression (from auto) to false seems to have fixed the ...
- Mon Dec 19, 2016 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.21] Attempt to clone armor with equipment grid
- Replies: 1
- Views: 1474
[14.21] Attempt to clone armor with equipment grid
When I put a power armor that has equipment inside, into the input of an assembler it gives a popup with "Attempt to clone armor with equipment grid" and an ok button wich returns to the main menu.
This happens with mods but may be a vanilla problem.
Steps to reproduce:
1: Get a mod that adds a ...
This happens with mods but may be a vanilla problem.
Steps to reproduce:
1: Get a mod that adds a ...