Search found 207 matches

by ColonelSandersLite
Thu Apr 23, 2020 7:41 am
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 19176

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

A question that probably won't matter - Does *Net* output or *Gross* output win? I can also report that I have broken the 730MW barrier so SurprisedPikachu². For some reason my fluid flow calculations did not match effective power. I don't know why. I was too lazy for it :) Are we talking a differen...
by ColonelSandersLite
Wed Apr 22, 2020 9:09 am
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 19176

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

mikehendi wrote:
Wed Apr 22, 2020 8:49 am
ColonelSanders (I'm at a sustained 717.2374 MW), can you tell me how I can display more numbers behind the comma (is it a debug option? or did you calculate this from the more precise fluid count?)
I calculated from fluid count.
by ColonelSandersLite
Wed Apr 22, 2020 9:04 am
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 19176

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

Personally, I would be very surprised if it's possible to exceed 730 MW in 0.18.19. OK, lets be more specific. I can confirm that it is possible to exceed 730 MW on 7 tiles high single cluster reactor on 0.17 stable if brownout resistance is not required. Well, In that case - surprised pikachu.png ...
by ColonelSandersLite
Wed Apr 22, 2020 8:06 am
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 19176

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

That's all fine and good but I wasn't talking about an unlimited height tileable reactor. I was talking about this threads subject which is a single cluster reactor limited to 7 tiles in one axis. So again - Personally, I would be very surprised if it's possible to exceed 730 MW in 0.18.19. The limi...
by ColonelSandersLite
Wed Apr 22, 2020 7:35 am
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 19176

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

Personally, I would be very surprised if it's possible to exceed 730 MW in 0.18.19. I have not tested nuclear 0.17 vs 0.18 yet, but I can say it is possibe to exceed 730 MW in 0.17. With these restrictions? I have built a reactor that ran about 1.6 GW but it most definitely was not anywhere near 7 ...
by ColonelSandersLite
Wed Apr 22, 2020 5:54 am
Forum: General discussion
Topic: How to disable keybind sync?
Replies: 1
Views: 799

Re: How to disable keybind sync?

I'm guessing you're using the steam version of the game and it's the steam cloud feature that's doing this. I think you would have to disable the steam cloud feature for Factorio but then you would have to manually transfer your saves too. Maybe someone will chime in with a better answer though.
by ColonelSandersLite
Wed Apr 22, 2020 5:05 am
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 19176

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

So tinkering with this in 0.18.19, I'm at a sustained 717.2374 MW. I think I do need the above question answered before I tinker more but looking at the UI in your video leads me to believe you're running 0.17.79. I don't have the train in just yet but I think that's pretty trivial. Personally, I wo...
by ColonelSandersLite
Sat Nov 23, 2019 5:04 am
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 29473

Re: Friday Facts #322 - New Particle system

Ohz wrote:
Fri Nov 22, 2019 6:23 pm
If you lost count, this scene contains 15,689 entities
oh ok
Definitely not 15,688.

Edit: I just went from being a red inserter to a blue inserter. How in the world am I supposed to reach the belt now?
by ColonelSandersLite
Fri Apr 12, 2019 7:35 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 17145

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: 4424

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: 19141

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: 2958

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: 4793

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: 3342

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: 4793

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: 3342

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: 20249

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: 1237

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!

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