Code: Select all
script.on_event(defines.events.on_tick, null)
Code: Select all
script.on_event(defines.events.on_tick, null)
Instant desync magic :p. (Ye i know, for a one-time permission override in singleplayer that doesn't matter.)orzelek wrote: ↑Sun Dec 20, 2020 7:03 pm You can add:at the end of on_tick to make it unregister itself. It should have 0 performance impact after that.Code: Select all
script.on_event(defines.events.on_tick, null)
with a nuke, you shouldn't need a target. just press spaceVector6 wrote: ↑Sat Dec 26, 2020 3:19 am How do I get the rocket launcher to target ground? I'm just now getting around to trying it out in 1.0(I've been trying - and failing - to get There is no Spoon, so I haven't researched it since it's off the direct path) and noticed that now I both have to pick a target and get close to it before it'll fire - which means getting close enough to the nests that the biters launch and attack before I can pull the trigger, which results in far, far more deaths than being able to pick a direction and fire off an atom bomb. I've tried pressing 'C', but it still won't fire without a target.
This has always been my experience, but it seems to have changed at some point. If it seems like it matters, this is a save I started under 0.17 - I haven't built a new factory from scratch on 1.0 that got to nukes.AmericanPatriot wrote: ↑Sat Dec 26, 2020 5:25 amwith a nuke, you shouldn't need a target. just press spaceVector6 wrote: ↑Sat Dec 26, 2020 3:19 am How do I get the rocket launcher to target ground? I'm just now getting around to trying it out in 1.0(I've been trying - and failing - to get There is no Spoon, so I haven't researched it since it's off the direct path) and noticed that now I both have to pick a target and get close to it before it'll fire - which means getting close enough to the nests that the biters launch and attack before I can pull the trigger, which results in far, far more deaths than being able to pick a direction and fire off an atom bomb. I've tried pressing 'C', but it still won't fire without a target.
this doesn't apply when using atomic bombs
I think using regular rocket you have one behavior and using explosive rocket with area of effect same as nuke, you get a different behavior.
Not in game:
You are reading this right; with 4 prod 3's and only four speed 3 modules (i.e. two beacons) affecting each silo, yes, you need 9.8 silos (so 10 really, just you can afford a little bit of downtime). If this seems like a lot, remember that it takes over 40 seconds for the rocket launch animation to happen, during which it's not producing rocket parts, so to launch three rockets a minute you need either a lot of silos or a lot of speed beaconsLancelotSwe wrote: ↑Fri Jan 15, 2021 4:28 pm https://imgur.com/KZX2ypz
Am I reading this right? Do I need 9 rocket silos to achieve 3000spm? I have the right amount of resources created (I think) but I feel that I can't sustain 9 silos.
But can 35 units/s of LDS, Rocket Control Units and rocket fuel sustain 9 silos.torne wrote: ↑Fri Jan 15, 2021 5:44 pmYou are reading this right; with 4 prod 3's and only four speed 3 modules (i.e. two beacons) affecting each silo, yes, you need 9.8 silos (so 10 really, just you can afford a little bit of downtime). If this seems like a lot, remember that it takes over 40 seconds for the rocket launch animation to happen, during which it's not producing rocket parts, so to launch three rockets a minute you need either a lot of silos or a lot of speed beaconsLancelotSwe wrote: ↑Fri Jan 15, 2021 4:28 pm https://imgur.com/KZX2ypz
Am I reading this right? Do I need 9 rocket silos to achieve 3000spm? I have the right amount of resources created (I think) but I feel that I can't sustain 9 silos.
Yes; the calculator is correct. To break it down a bit:LancelotSwe wrote: ↑Fri Jan 15, 2021 10:45 pm But can 35 units/s of LDS, Rocket Control Units and rocket fuel sustain 9 silos.
"Too few" beacons doesn't really mean much here - it's just a tradeoff between number of silos and number of beacons per silo. With 10 beacons on each silo you need 4.1 silos as the calculator says; to use only 4 you would need 11 beacons (22 speed 3) per silo. Or you can build 5 silos with 7 beacons each. You can't get it down to 3 silos (in vanilla), because the maximum number of beacons you can fit around a silo is 20 and that's still not quite fast enough to launch a rocket per minute in each silo.Or maybe I have to few beacons, I have 10 beacons around every silo, that 20 speed mods right. So now I'm down to 4, I think.
My first megabase =D