Search found 3922 matches
- Tue Nov 12, 2024 3:10 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105759
Re: Friday Facts #378 - Trains on another level
"But one day, kovarex said "Why doesn't the rail planner just snap to the rail you're pointing at?" And since that day it does, rail planner "just connects" to any rail you pick, including between ground and elevated levels. This also massively helps mitigate issues related...
- Sun Nov 10, 2024 1:42 pm
- Forum: Resource Spawner Overhaul
- Topic: Bugged enemy generation 2.016?
- Replies: 2
- Views: 150
Re: Bugged enemy generation 2.016?
Can you check if you have enemy geneartion enabled in mod settings?
RSO can use base game generation or it's own - both are in the settings (one is a startup setting other is a map setting).
RSO can use base game generation or it's own - both are in the settings (one is a startup setting other is a map setting).
- Tue Nov 05, 2024 8:54 pm
- Forum: General discussion
- Topic: Bot "Minimum Operation Time"
- Replies: 4
- Views: 633
Re: Bot "Minimum Operation Time"
It might be in reference to Aquilo where bots will not work as long due to heavily increased energy costs for operation.
It still sounds weird when you read it.
It still sounds weird when you read it.
- Mon Oct 28, 2024 5:12 pm
- Forum: General discussion
- Topic: Fulgora Problem
- Replies: 15
- Views: 8989
Re: Fulgora Problem
I think looking for a good starting point is key there. I got an island with a good size and around 260k scrap, after resettling two times. That got me startet and i only have around 20% covered in accumulators (basic). with the whole production + recycling chain on the island. After that i startet...
- Sun Oct 27, 2024 4:09 pm
- Forum: News
- Topic: Friday Facts #434 - Galaxy of Fame
- Replies: 46
- Views: 9544
Re: Friday Facts #434 - Galaxy of Fame
There are no limitations atm.Aggrobauer wrote: ↑Sun Oct 27, 2024 8:04 am Hi.
Is it possible to reach the Galaxy of Fame with using mods or is it only possible in vanilla play?
The best to all of you.
Quite a few entries there now are from editor and/or mods right now.
- Sun Oct 27, 2024 4:08 pm
- Forum: Not a bug
- Topic: (2.0.9) Combinator 2.0 Logic - Can't do X AND (Y OR Z).
- Replies: 3
- Views: 191
Re: (2.0.9) Combinator 2.0 Logic - Can't do X AND (Y OR Z).
Ohh so it's by design that only AND merges.
I had to do (X AND Z) OR (Y AND Z) to make this work as intended.
I had to do (X AND Z) OR (Y AND Z) to make this work as intended.
- Fri Oct 25, 2024 11:54 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196439
Re: Friday Facts #375 - Quality
You missed one bit in your test - you are using basic T3 quality modules. One of first things you need to do is to make legendary (or highest tier you can) Q3 module. That will reduce the amount of needed cycles significantly (it will still be a lot without modding and I think thats by design). Ther...
- Wed Oct 23, 2024 7:19 pm
- Forum: Not a bug
- Topic: [2.0.9] All requests satisfied condition doesn't work correctly with platforms
- Replies: 1
- Views: 210
[2.0.9] All requests satisfied condition doesn't work correctly with platforms
Schedule condition all requests satisfied ignores a lot of requests if there are many of them and considers it's conditions fullfilled. In attached save platform named Personal is otw to Gleba. There is a landing pad there with a lot of requests. When platform arrives it will fire one cargo pod &quo...
- Wed Oct 23, 2024 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.9] Off by one bug on platform request execution
- Replies: 6
- Views: 6167
[Genhis][2.0.9] Off by one bug on platform request execution
Automated platform requests will sometimes deliver one more rocket of stuff. Attached save has a platform Transport 1 flying to Fulgora. After it docks it will start ordering things from it's request list. Last executed request (should be for science packs) will receive 1 more rocket (1k of them) mo...
- Tue Oct 22, 2024 4:40 pm
- Forum: Not a bug
- Topic: No higher Quality items produced (speed modules in beacons) (MR)
- Replies: 5
- Views: 1923
- Fri Sep 27, 2024 1:30 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 41618
Re: Friday Facts #430 - Drowning in Fluids
Who TF thought limiting pumps by 10x would be a good idea??!?! Now my nuclear reactors (who still falsely say they consume nuclear fuel (that stuff to power vehicles) instead of nuclear fuel cells... and they say that's correct... anyways...) Now my nuclear reactors will need 5x to 10x as many pipe...
- Sat Feb 24, 2024 11:44 am
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 65859
Re: Friday Facts #399 - Trash to Treasure
So the recycler can't output more than 100% of its input but I can take that 100% output and use it to make something with a productivity bonus, which does give >100% outpit. Recycle again for 100% output and I now have a loop that produces slightly more material than it consumes, granting infinite...
- Mon Oct 02, 2023 10:26 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196439
Re: Friday Facts #375 - Quality
What I really do not like about this feature is that it is completely dependent on UI (overly) information. Apparently you cannot identify the quality of an item in the game world on a belt without these UI elements (dots). I find this extremely unimmersive. Now you aren't observing how fancy items...
- Mon Sep 11, 2023 3:47 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196439
Re: Friday Facts #375 - Quality
Well what I certainly like is that there is life and discussion again on the forums :D It's almost like this FF was meant to provoke this? ;) I agree that quality needs different naming since usual RPG terms look strange. But mechanics overall doesn't seem problematic to me. And if I understood cor...
- Fri May 26, 2023 3:28 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO Extra large starting area option
- Replies: 3
- Views: 1439
Re: RSO Extra large starting area option
Starting area size is now taken from map settings. There is a resource multiplier for starting resources that you have changed already. You can increase that multiplier to get more of those. I'm not sure what extra large starting area would be - I can see that there was an additional multiplier to s...
- Wed Mar 29, 2023 10:25 pm
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 6630
Re: No non-starter resources near spawn in 1.0
The issue is even more pressing in case of using the overhaul mods like A+B or IR3. Especially IR3. The main goal of RSO is to push players to use trains but in IR3 you need iron to research and build trains and iron is not a basic resource. So in case of big starting area you will always face the ...
- Tue Feb 07, 2023 10:35 pm
- Forum: Resource Spawner Overhaul
- Topic: Chlorine mod (salt resource)
- Replies: 1
- Views: 1194
Re: Chlorine mod (salt resource)
Added the config and released 6.2.23.
- Mon Jan 09, 2023 10:40 pm
- Forum: Mod portal Discussion
- Topic: Error: Failed to upload mod: Unknown error. (code: 500)
- Replies: 14
- Views: 4947
Re: Error: Failed to upload mod: Unknown error. (code: 500)
Same result with new version of my mod.
- Thu Dec 08, 2022 11:52 pm
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 6630
Re: No non-starter resources near spawn in 1.0
Bumping because the issue mentioned just above came up again : https://www.twitch.tv/videos/1626861552?t=5h20m3s (Not sure about biters starting much closer for you, did you check multiple maps against just bad luck ? Did you disable RSO biter generation and enable vanilla biter generation ??) It w...
- Thu Sep 15, 2022 12:51 am
- Forum: Resource Spawner Overhaul
- Topic: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
- Replies: 6
- Views: 2840
Re: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
I've looked at the code a bit. RSO already has a concept of regions but they are simply squares and a region is identified by {floor(x / size), floor(y / size)}. When a chunk for a new region is generated ROS rolls the dice and places some amount of ores at some locations inside the region. If it h...