Heads up: the Linux version seems to be broken. Can't start or load vanilla games, game just crashes. Not sure if it's only on my system though!
edit: I'm not the only one
It is not related only to linux, hotfix is on the way!
Heads up: the Linux version seems to be broken. Can't start or load vanilla games, game just crashes. Not sure if it's only on my system though!
edit: I'm not the only one
It is not related only to linux, hotfix is on the way!
WTF it's actually not a joke XD LOL.
well yeah i mean that's the internet in general, right? when i was a kid i was king shit of the neighborhood because nobody was better at me at goldeneye or poker. my friends were king shits at baseball or skateboarding or whatever they were in to. but then the internet shows up and it takes that veil off and you realize just how mediocre you really are. not only are people out there better than you, but there are thousands of people out there who are better than you.
but hey, we persevere. just remember --- you are mediocre at everything you do so you might as well enjoy it!
I can remember very clearly the confusion when I, the best Starcraft player in my circle entered battlenet for the first time and tried to show my superiority :)
Which is strange. These projectiles can only be generated by firing an explosive shell using a cannon, and I have zero cannons built.
Found the history. It shows base 1.1.8, RampantArsenal 1.0.2 and RealisticFusionWeaponry as the only and last 3 Mods accessing it.
I will look into Rampart first
Projectiles can be creates by scripts directly, using surface.create_entity{}
The entity listed when running the print command is explosive-cannon-projectile. Makes no sense, these are shells I produce somewhere in a factory, and I am sure the projectile type just ends on the list as last item by accident, and the rest is supressed.
Thats not how it works, the print is correct, some mod is creating lots of artillery projectiles somewhere
[deleted]
The output has some spam prevention, if the name is the same it will only print it once, instead of 3409 times
What is the random entity name? You can look it up in the prototype browser (CTRL + SHIFT + E in game), and 'Prototype history' should show which mods have added/touched the prototype.
Probably a mod making them and not destroying them when their time is up.
You can print their name with game.print(entity.name)
and try to see which mod it might be
I wonder what u/V453000 feels about all this...
All of my railway networks looked like I was pooping when building them. Legit.
Power is one of the things that always catches me as there's no obvious visual indication when you're running on low power (as opposed to completely disconnected), you just kind of notice all your production lines aren't as backed up as they ought to be and then figure it out.
There is low power status in the gui (and tooltip) of every electric entity in 1.1 (which is still experimental), also there is tip&trick about that, so once 1.1 becomes stable it should happen less often.
The whole dynamic changes in space and I’ve been loving every second of it lol. But yes definitely intense haha
Oh space is definitely awesome, it's just that I was so intimidated by the length of the mod that I rather built quite boring rows of machines, and as a result not much spaghet happened.
This on the other end, is awesome.
Read moreSciences in SE are very expensive at start. However, most of the cost revolves around moving to orbit/space. For example it cost around 60-80 'resources' to move one stack into orbit in early space, however the cost shrinks drastically as you unlock more technologies to even possibly 'free, just oil' (and maybe a lot of UPS) using spaceships. Overall the sciences are actually same or cheaper than ground counterparts (yellow/purple packs) in terms of cost once you make significant data from multiple insight. Deep Science is another story.
Naquium is still in middle stage of testing ground. By the completion things should be different. Hopefully like how in version 0.4.35 (october 23/2020) science yield got increased almost 2 to 4 fold for 4 science schools. Though I think you started after this patch. Basically there will be at least two more tools to move resources across surfaces, Elevator and Train beaming.
For victory ship, the balancing is that it is possible ...
Oh yeah the science recipes got updated, I remember :) I started somewhere late September I think.
Yes, I did struggle the most with rocket costs, conversely blank data card costs, as those (I think?) took the most resources (esp when I was doing barrels). If I played again I'd definitely go for Astro science first to cut down these costs asap, I totally didn't expect it to get this much cheaper - basically I didn't expect the alternate recipes, and saw that getting good % out of rocket reusability will need a LOT of science which was unthinkable to me at that point.
Naquium was nuts. :D I think I could have solved it more efficiently by something like trying to make the teleporter chests directly from my naq mining to nauvis surface, but I just don't like the idea of teleporting and obsoleting logistics at all.
3000 integrity ship is very hard to imagine for me, I've already used storage tanks and fitting into 4000 was quite close. Maybe I could have used ...
Read moreIts pretty easy, you can do something like this using a console command:
/c local string = "Index, X, Y" for k, spawner in pairs (game.surfaces[1].find_entities_filtered{type = "unit-spawner"}) do string = string.."\n"..k..", "..spawner.position.x..", "..spawner.position.y end game.write_file("positions.csv", string)
It will output a "positions.csv" in the script-output directory
I'd recommend taking it just as inspiration and making your own version out of it.
Definitely the intention here. I'm not particularly good with circuits, so my intention is to look up how you do things and figure out how it works.
Admittedly my solution isn't by far the cleanest in that regard, hopefully you can read some things from it. :) Good luck!
I'm basically at the point you were before you made the first cargo rocket. I've gone wildly off the deep end in making a production back-end, and I've been making beaconed facilities for green circuits, iron, etc. I also decided to make my trains for wagons long, so everything needs to be much more robust than I'm used to (normally I go with 2 wagons).
The setup you have for automating rockets actually frightens me a bit, because to be perfectly honest, the most complex stuff I can make using circuitry is oil balancing, and making train stops turn off when their supply requirements are met.
Do you mind putting up a blueprint (sorry if you've already done that) of the rocket supply thing? I'm very curious what it looks like.
PS. I'm also kinda regretting putting K2 in along with this mod, more and more it feels like they don't really match their goals, and I've passed the mid game of K2 despite not even entering it with Space Exploration.
Feel free to download the savegame, it has some blueprints in the Game library.
However, here goes ...
! NOTE: There are constant combinators on both ends. At the "Loading" end, that's for your first trip there, or later if for some reason the signal transmission from the other planet has been broken (runs out of power/meteor hits something), and you want to send something there, this works as an override. However, keep in mind that if you leave these constant combinators at the Loading silo on, every rocket will include these items. (the constant combinators with a space capsule and 100 rocket sections are not to be touched) At the "Request" end, these are the constant combinators that set up the request, and those are the ones that you use for standard long-term supplies.
I'd recommend taking it just as inspiration and making your own version out of it.
!blueprint 0eNrlXWuSo7oV3sqUfyYmQRJ60HWTFeRXqvIrNeWibdxNjQ0O4K47dcsLuPtINnZXEvALDDqgI8Btz/yZ6bbb...
Read moreDoesn't really matter that it's faster to get there if I can't do what I want when I do.
Doing the blueprint/copy dance just to put some wires or change an inserters ettings takes far longer than scrolling.
Well and fact SE planets are pretty compact compared to playing say railworld definitely helps
Sure, but you don't always want to do something that you can't do in map mode, most of the time I just want to look there without doing anything.
Adding for example Krastorio 2 can spoil it quite a bit, as for example some of the power generation options trivialize some parts.
Is this not fixed in the compatibility between the mods where some of the more advanced K2 tech requires SE research?
It's not just about "how much research do I need", more that for example the K2 antimatter reactor is especially space efficient compared to SE antimatter reactor + high temp exchanger + high temp turbine + condenser turbines. Which in terms of building spaceships is really important.