Search found 73 matches
- Sun Nov 10, 2024 1:06 pm
- Forum: Duplicates
- Topic: [2.0.16] Recycling deletable resource with quality upgrade is missing in production statistics
- Replies: 1
- Views: 64
Re: [2.0.16] Recycling deletable resource with quality upgrade is missing in production statistics
Already covered in viewtopic.php?f=182&t=120132 in the last paragraph.
- Sun Nov 10, 2024 11:58 am
- Forum: Bug Reports
- Topic: [2.0.16] With "custom minimum payload", rocket is launching with deliveries on the way
- Replies: 0
- Views: 49
[2.0.16] With "custom minimum payload", rocket is launching with deliveries on the way
Actual behavior: When setting a custom minimum payload (e.g. 100 science packs), less than the request (e.g. 1000 science packs), even with more than 1000 science packs available in a buffer chest right next to the rocket and logistic bots already assigned to the task, the rocket will prematurely la...
- Sat Nov 09, 2024 7:17 pm
- Forum: Assigned
- Topic: [Pard] [2.0] "Quality probabilities" tip is misleading
- Replies: 8
- Views: 1069
Re: [Pard] [2.0] "Quality probabilities" tip is misleading
Are you sure that this isn't actually a bug, and that 4 normal quality mk1's aren't supposed to result in chances : ~96%, 4%, 0.16%, 0.006 4%, 0.000 0256% ? Definitely not. Achieving 100% quality is not supposed to be 100% legendary, but only actually give you 0% 88.8% 10% 1% 0.1% quality chances. ...
- Sat Nov 09, 2024 5:37 pm
- Forum: Not a bug
- Topic: [2.0.15] "Custom minimum payload" treated as absolute value not minimum
- Replies: 2
- Views: 140
Re: [2.0.15] "Custom minimum payload" treated as absolute value not minimum
That's actually behaving as intended. Your request is only for 300 units, and the rocket will only ever contain more if the minimum payload is more than the requested amount. E.g. if you still had 299 units in inventory, then you'd still get a rocket with another 300 and end up with 599 units. 300-i...
- Sat Nov 09, 2024 5:07 pm
- Forum: Bug Reports
- Topic: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
- Replies: 38
- Views: 3881
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
The EM plant is a special kind of nasty, given that depending on the recipe it will even open/close the internal connection between two of the inputs arbitrarily, making it really hard to correctly flush the pipes. But that's not really the point. The point of this thread is, that there is specifica...
- Sat Nov 09, 2024 3:45 pm
- Forum: Duplicates
- Topic: [2.0.16] Recycling deletable resource with quality upgrade is missing in production statistics
- Replies: 1
- Views: 64
[2.0.16] Recycling deletable resource with quality upgrade is missing in production statistics
When recycling a recipe that can result in resource deletion, and the recycler is equipped with quality modules, then any item upgraded is missing in the production statistics: Example where this happens for steel and iron plates, both have been produced by recyclers on the same planet from lower qu...
- Sat Oct 26, 2024 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 35
- Views: 10167
Re: Container free space signal
What I expected was a "Remaining capacity for item X" signal / condition. I couldn't care less about: empty slots, because it's not telling me the truth about incomplete stacks fill levels, because it's telling me nothing about whether an individual item can be stored So what I actually ex...
- Sat Oct 26, 2024 10:27 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.11] Train interrupts are not processed for trains without regular stops
- Replies: 2
- Views: 191
Re: [2.0.11] Train interrupts are not processed for trains without regular stops
It actually does appear to be working when you toggle the setting from "Manual" to "Automatic", interrupts are evaluated once, and this once time it does insert into the empty list. However, it does not resume to re-evaluate interrupts if the list of stops ends up (even temporari...
- Sat Oct 26, 2024 10:06 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.11] Train interrupts are not processed for trains without regular stops
- Replies: 2
- Views: 191
[Kovarex] [2.0.11] Train interrupts are not processed for trains without regular stops
Actual behavior: When trying to define train operations with interrupts ONLY, interrupt evaluation never starts. Instead the train remains wherever it is, and shows as "idle". Expected behavior: Interrupt stops are enqueued even if the job list contains no stops. Assumption: It appears tha...
- Sat Oct 26, 2024 9:48 am
- Forum: Duplicates
- Topic: [2.0.11] Map presets don't apply to the new planets
- Replies: 1
- Views: 59
[2.0.11] Map presets don't apply to the new planets
When starting a new game, you have the option to choose some preset sets from a dropdown list.
Currently, those presets are only applied to Nauvis though, and the resource distribution of the other planets isn't modified accordingly.
Just a simple QoL issue.
Currently, those presets are only applied to Nauvis though, and the resource distribution of the other planets isn't modified accordingly.
Just a simple QoL issue.
- Fri May 17, 2024 2:22 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 14764
Re: Friday Facts #411 - All about asteroids
The metal asteroids don't look right... It looks like you used the specular lighting for di-electric materials (input color * absorbtion factor = output color) instead of the correct formula for metallic (input * material color = output color). For metallic , both diffuse and specular use the materi...
- Sat May 11, 2024 9:43 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 23534
Re: Friday Facts #410 - Rocket turret & Target priorities
One step we are missing in this regard is actually a detection device which would enable/disable turrets based on the presence of enemies in range. This would be absolutely awesome to handle idle turret power consumption! I'm pretty certain that Radar buildings will actually provide that as a read-...
- Sat Apr 13, 2024 9:03 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32146
Re: Friday Facts #406 - Space Age Music
The first undiscovered planet theme sounds like some jumping frogs. May be a swamp with new jumping biters. The second sounds aerial. My guess is something like flying islands from Avatar. Am I missing something? I only see one "undisclosed" planet theme song. Where is the 2nd one? I just...
- Fri Jan 12, 2024 4:44 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 65406
Re: Friday Facts #393 - Putting things on top of other things
Is it just me or does the second to last animation have two states? It seems to move half the time and stay still half the time. No, you are correct. You need at least 3 distinct frames in a loop to form a sense of motion. This one moves all the items 50% of their width (including the negative padd...
- Fri Jan 12, 2024 4:24 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 65406
Re: Friday Facts #393 - Putting things on top of other things
Is it just me or does the second to last animation have two states? It seems to move half the time and stay still half the time. No, you are correct. You need at least 3 distinct frames in a loop to form a sense of motion. This one moves all the items 50% of their width (including the negative padd...
- Fri Jan 12, 2024 4:19 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 65406
Re: Friday Facts #393 - Putting things on top of other things
Just checked, the video already IS 60fps. So this is already just as bad as it would appear ingame. 30 items per lane and second. So at 60fps, there is no sense of direction at all. And for anyone not achieving a fixed 60fps, this would actually be much worse. The only sane way to resolve this, woul...
- Fri Jan 12, 2024 3:27 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 65406
Re: Friday Facts #393 - Putting things on top of other things
I have to honestly say that the 60ips belt is absolutely unwatchable, both with items on it and without. I literally hurts my eyes and not in a good way. Because the GIF is only 24fps or less, I suppose? It's skipping half the frames, and items are jumping much further than they should. And it's al...
- Fri Jan 12, 2024 3:21 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 65406
Re: Friday Facts #393 - Putting things on top of other things
I have to honestly say that the 60ips belt is absolutely unwatchable, both with items on it and without. I literally hurts my eyes and not in a good way. Because the GIF is only 24fps or less, I suppose? It's skipping half the frames, and items are jumping much further than they should. And it's al...
- Fri Jan 12, 2024 3:12 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 65406
Re: Friday Facts #393 - Putting things on top of other things
To be honest: With stacking in place, "fully packed" belts just look awful and cluttered at this point. Especially when traveling vertically. It's just "colored pixel soup" at this point. You also appear to have gotten unresolved issue with the geometry of the undergound belt ent...
- Sun Dec 24, 2023 5:28 am
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 73
- Views: 20667
Re: Friday Facts #390 - Noise expressions 2.0
I want to learn more about this noise: noise.png That had been explained in the post - it's the term "0.1 - abs(perlin() - 0.5) > 0" to form those rivers in the spots where the gradient in the original noise goes through 0. First constant controls the width of the pathways, second constan...