Search found 98 matches

by ColonelSandersLite
Fri Apr 12, 2019 7:35 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 8227

Re: Version 0.17.29

This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification. I used this feature in literally every game. It's fantastic when you simply need to lay rail line without doubling them up. I ...
by ColonelSandersLite
Fri Mar 22, 2019 2:19 am
Forum: Gameplay Help
Topic: Worms spawn too close to player built structures
Replies: 13
Views: 664

Re: Worms spawn too close to player built structures

Doesn't this just force artillery? I don't see how that's a bad thing. IMHO, giving the biters a bit of siege capability to crack the player's defenses towards the end of the mid game in the form of the behemoth worms seems like a pretty good idea to me. It's really pretty much their last chance to...
by ColonelSandersLite
Thu Mar 21, 2019 8:58 pm
Forum: Releases
Topic: Version 0.17.17
Replies: 31
Views: 11206

Re: Version 0.17.17

FactorioBot wrote:
Thu Mar 21, 2019 7:49 pm
Changes
  • Fixed that reverse locomotive power was the same as forward.

Fun fact - IRL, this is actually true! This applies to both electric and steam driven engines.
by ColonelSandersLite
Sun Mar 17, 2019 8:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.14] bots flying in a circle / bots didn't use right network
Replies: 4
Views: 485

Re: [Rseding91] [0.17.14] bots flying in a circle / bots didn't use right network

Rseding91 wrote:
Sun Mar 17, 2019 3:07 pm
Thanks for the report. It's now fixed for the next version of 0.17.
Robot uprising quelled!
by ColonelSandersLite
Sun Mar 17, 2019 9:04 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.14] Balancer splitter throughput stuttering
Replies: 5
Views: 2051

Re: [0.17.14] Balancer splitter throughput stuttering

Actually, I'm pretty sure I was wrong there. Now I think there is something funky up with the splitters. With the following setup, I'm getting frequent mini gaps in the output belt. It sort of seems like the splitter is still doing it's thing based on the old belt speed. factorio splitter bug.png 0e...
by ColonelSandersLite
Sun Mar 17, 2019 6:47 am
Forum: Gameplay Help
Topic: Upgrade planner modules
Replies: 7
Views: 381

Re: Upgrade planner modules

Mr. Tact wrote:
Sat Mar 16, 2019 6:33 pm
Yes, use this mod: https://mods.factorio.com/mod/ModuleInserter
That mod not integrate into the upgrade planner, making the answer - no.
The mod also does not actually work, making the answer - no.
by ColonelSandersLite
Sat Mar 16, 2019 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.14] Balancer splitter throughput stuttering
Replies: 5
Views: 2051

Re: [0.17.14] Balancer splitter throughput stuttering

This is probably just this old thing -
viewtopic.php?f=18&t=60561

See the bottom 3 posts for a fairly detailed explanation.
by ColonelSandersLite
Sat Mar 16, 2019 6:28 pm
Forum: Gameplay Help
Topic: Upgrade planner modules
Replies: 7
Views: 381

Upgrade planner modules

Just to make sure I'm not missing it -
Is there a way to make the upgrade planner put modules on an assembler that currently has none and remove all modules from an assembler that has them?
by ColonelSandersLite
Sat Mar 16, 2019 6:26 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 10372

Re: Version 0.17.12

Ranakastrasz wrote:
Sat Mar 16, 2019 4:09 pm
When did radar range start showing up on the minimap, and why doesnt it shos up on the megamap with a radar selected?
Since 15.0.0.
by ColonelSandersLite
Sat Mar 16, 2019 6:16 pm
Forum: Gameplay Help
Topic: Train Queue Sequencing
Replies: 1
Views: 244

Re: Train Queue Sequencing

I *think* that the train that has been waiting to enter a block the longest gets priority and I think that it was that way in the 0.16 builds.

That being said, that behavior isn't always optimal. If it was, we wouldn't use stop lights on our roads!
by ColonelSandersLite
Sat Mar 16, 2019 6:05 pm
Forum: Gameplay Help
Topic: Two belts into a Furnace
Replies: 11
Views: 768

Re: Two belts into a Furnace

However, the shared stone/coal belt needs to be red in that case (so that each side get a whole yellow belt of stone). In the picture it's still yellow. That's a mistake Yes, that was my point! The layout, as shown in the picture, was getting a single yellow belt of stone input so the second belt w...
by ColonelSandersLite
Sat Mar 16, 2019 5:26 pm
Forum: Gameplay Help
Topic: Two belts into a Furnace
Replies: 11
Views: 768

Re: Two belts into a Furnace

Serenity wrote:
Wed Mar 13, 2019 6:56 pm
Smelting.jpg
... Stone bricks need two stone per craft, so it gets two stone belts instead of one

I can assure you that you are not getting any performance gain with that setup.
by ColonelSandersLite
Sat Mar 16, 2019 3:55 pm
Forum: Minor issues
Topic: [0.17.12] Science pack consumption value wrong
Replies: 6
Views: 424

Re: [0.17.12] Science pack consumption value wrong

Are you feeding labs by taking from other labs? There is an existing issue that, last time I checked, where the devs decided not to fix it. It's basically partially consumed bottles getting merged with other partially consumed bottles. Edit: Found it. https://forums.factorio.com/viewtopic.php?f=48&t...
by ColonelSandersLite
Fri Mar 15, 2019 8:51 am
Forum: Resolved Problems and Bugs
Topic: [0.17.12] Bitters evolving too fast
Replies: 8
Views: 1039

Re: [0.17.12] Bitters evolving too fast

I'm pretty sure it would take console commands to work around it and that would break your achievements. I think I remember reading somewhere that there is a way to reenable achievements on a save with a hex editor, but I don't personally know the details. The way they have been patching lately, I w...
by ColonelSandersLite
Fri Mar 15, 2019 7:56 am
Forum: Resolved Problems and Bugs
Topic: [0.17.12] Bitters evolving too fast
Replies: 8
Views: 1039

Re: [0.17.12] Bitters evolving too fast

We where talking about this in the 0.17.12 release thread too. The way the pollution evolution factor setting works has changed and the value isn't migrated on old saves. See https://forums.factorio.com/viewtopic.php?f=3&t=67694&p=412591#p412559 and https://forums.factorio.com/viewtopic.php?f=3&t=67...
by ColonelSandersLite
Fri Mar 15, 2019 7:14 am
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 10372

Re: Version 0.17.12

Loving the changes, though this will mean superdeathworld for older saves since the pollution values didnt get adjusted. Default old pollution value converted to 150 in new system, when new default is 9, meaning 16times more pollution. My evolution jumped from 30sh to 80+ in about 3hours before i n...
by ColonelSandersLite
Fri Mar 08, 2019 7:10 pm
Forum: Duplicates
Topic: [0.17.9] NPE Crash at mining automation
Replies: 2
Views: 78

Re: [0.17.9] NPE Crash at mining automation

Tried it again trying to avoid doing some things that I thought where possible causes, but crashed again in the same spot.
by ColonelSandersLite
Fri Mar 08, 2019 7:05 pm
Forum: Duplicates
Topic: [0.17.9] NPE Crash at mining automation
Replies: 2
Views: 78

[0.17.9] NPE Crash at mining automation

At the very start of the mining automation The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_tick (ID 0) __base__/lualib/compi.lua:97: bad argument #1 to 'pairs' (table expected, got nil) stack traceback: [C]: in f...
by ColonelSandersLite
Fri Mar 08, 2019 6:53 pm
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 15206

Re: Version 0.17.9

FactorioBot wrote:
Fri Mar 08, 2019 5:41 pm
Use the automatic updater if you can (check experimental updates in other settings)
Woohoo!

Updated from 0.17.8 to 0.17.9 just fine. :D

Go to advanced search