Expect an add-on in pending add-ons later today/tomorrow which fixes this
Posts by nallar
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In order to solve issues wiht people making flat panels of wires and causing lag, there should be an optional mechanic so that when a chunk is loaded, it checks for panels of same coloured wires and removes if they have an area greater than 4M^2, using teh same wire-fizzle animation as when you use too high voltage.
This would help reduce lag on servers, as you can't trust people not to be stupid.
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Nope, the breaking chance is a fully intended game concept to make moving around unprofitable.
Why? Is there anything bad that this prevents? It just seems to cause trouble. -
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And then the server drops you for moving too fast, and you cry.
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That's great and sucks.
On the one hand it does mean the RubberSap isn't bugged within the basic function. Because placing it "against" another sapling is a valid behavior.
On the other hand we didnt find the actual issue.Next up would be a check of bonemeal-on-Rubbersapling functionality, i guess. Somebody can try growing Rubber Trees with bonemeal in different settings (f.e. in limited space, pillars, etc)?
Boenmealing a rubber sapling destroys transparent blocks around the trunk. -
Just make solar panels always build up to the lesser of: a pulse that an attached cable can handle, the remaining value a device can sync on a tick. Internal storage should still be equal to one RE battery. (You're either going to be constantly hungry, or you're going to have built up enough storage buffer that a few extra K is noise.)
This man is a genius! (As long as it only checks adjacent wires, and only checks every 512 ticks.) -
making it configurable by each player doesn't work - if one player makes many set to 1EU/t, lag. On large servers, it needs to be unmodifiable. In SP, making it modifiable would be good though.
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Solar optimisation for servers - optional HV pulses
Give the explanation of solars having invisible, (and not actually existent) internal storage, and make them output HV every 512 ticks, and make this a config option? This should greatly reduce lag on servers...edit: And checking the recipes, solars do contain an RE battery, so it's hardly non-sensical. If some sort of special override could be done so it could travel over tin wires still, just as if it sent all the pulses at 1 time, as one pulse, that'd be cool, but not necessary. Moving to fiber isn't that expensive.
repost: Post disappeared, but isn't in archives. I cn only assume that it was a mistake, since I was not PM'd about it or anything.
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Wrenching machines usually has a chance to fail, encouraging players not to constantly move around.
Machines meant to be moved do not have this chance, the mass fabricator clearly isn't one of those, though.Would a wrench which can't use a batpack,and takes a million EU to charge, and uses a million EU to wrench but is always successful be a good idea?
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Solars check every x frames, the last time i checked it was 128-ish
But je, if one places 128000 solars, we're on the same spot again.
A config to disable specific generators is a fine idea. Could cause people to start fighting for fuel & uran
Could you not just optimise further?(eg, give the explanation of solars having internal storage, and make them output HV every 512 ticks, and make this a config option? :D)
edit: Or make a solar 9x the cost of a solar which is good as 10 solars?
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Why was this changed?
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The RP computers are/will be better, based on the information available.
There's nothignw rong with duplication of functionality.
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+1'd, no reason not to add it.
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And apparently it's supposed to prevent food use, not working either. I now have to recharge my helmet four times for every time I recharge the rest, and it's such a pointless waste of time, when bread is available...
The qsuit changes recently make 1,15 seem better D:
edit: It would be nice, although energy use still needs to be reduced greatly, or at least evenly spread among suit components, since it messes with charging. Except nowwhen it doesn't work properly on SMP, then... it's pointless.:(
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I think the description in the topic is good enough.
edit: a million typos.
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The big issues are that you can't activate it without using food, and it cannot be used unless running in a large area, breaks when jumping sometimes, can't work on small surfaces, can accidentally be triggered, whcih is actually a problem with qsuit speed. I find qsuits to be unusable just now, so I just walk slowly. D:
A config option would be good, as long as it reverts to previous functionality, and doesn't mean ctrl-w = the same as old double-w AND ctrl-w.
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Try partially charging, then fully discharging all the lapotrons.
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Now that everything works reasonably well, wouldn't it be agood idea to do some optimisation/implement multithreading for anything which doesn't have to run in the main thread? (Ok, maybe the unusable squit issue needs fixed, and the miner cable crash... :P)
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This needs changed, I thought qsuit did the work for you! Now you use food... And it's a pain to use as well, the old way was just SOOO much better.