Search found 207 matches

by ColonelSandersLite
Sat Mar 16, 2019 6:05 pm
Forum: Gameplay Help
Topic: Two belts into a Furnace
Replies: 11
Views: 5071

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: 5071

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: 2148

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&a...
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: 3119

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: 3119

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?...
by ColonelSandersLite
Fri Mar 15, 2019 7:14 am
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 20216

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: 612

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: 612

[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: 30831

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
by ColonelSandersLite
Thu Mar 07, 2019 6:28 am
Forum: Releases
Topic: Version 0.17.7
Replies: 26
Views: 19668

Re: Version 0.17.7

It's not mandatory you update for every versions. http://prntscr.com/mu9tmb Not everyone uses steam for Factorio (i don't because i don't want to see how many hours i have played :P ) Doesn't change the fact that you don't need to download the most recent update every time it's posted. Yeah, we don...
by ColonelSandersLite
Thu Mar 07, 2019 6:24 am
Forum: General discussion
Topic: [0.17.x]New worm exploit/strategy
Replies: 13
Views: 5199

Re: [0.17.x]New worm exploit/strategy

Did you want the projectiles to home in on you? You know what would probably work pretty well? Let's say you keep track of the player's average speed and direction over the course of 6 different lengths of time. Something like - 0.1 seconds 0.2 seconds 0.3 seconds 0.4 seconds 0.5 seconds 0.6 second...
by ColonelSandersLite
Thu Mar 07, 2019 3:56 am
Forum: Releases
Topic: Version 0.17.7
Replies: 26
Views: 19668

Re: Version 0.17.7

MasterBuilder wrote:
Wed Mar 06, 2019 6:52 pm
The frequency of fixes/updates is awesome, but is there any chance you could focus on fixing that updater next week?
Pretty please with cherries on top?
by ColonelSandersLite
Tue Mar 05, 2019 6:22 am
Forum: Duplicates
Topic: [0.17.5] Sandbox Inventory Glitch
Replies: 2
Views: 870

Re: [0.17.5] Sandbox Inventory Glitch

Yep, duplicate. I searched but didn't find it.
by ColonelSandersLite
Tue Mar 05, 2019 5:02 am
Forum: Duplicates
Topic: [0.17.5] Sandbox Inventory Glitch
Replies: 2
Views: 870

[0.17.5] Sandbox Inventory Glitch

If you're in sandbox mode and you have a full inventory and you have an item in your hand and press "Q" to put it down, you will get "can't put away XXX, player inventory is full". To quickly reproduce - 1 - Start a new sandbox game. I don't believe the settings matter. 2 - All t...
by ColonelSandersLite
Fri Nov 23, 2018 12:35 pm
Forum: Gameplay Help
Topic: Buffer chest problem
Replies: 13
Views: 4110

Re: Buffer chest problem

In what way are buffer chests better at this than storage chests? assumption: you have a bot-based mall you put a bufferchest as the output storage for an assembler you limit the production with a limit for the output inserter you set the request for the produced item to a higher number disasembled...
by ColonelSandersLite
Fri Nov 23, 2018 11:40 am
Forum: Gameplay Help
Topic: Red belt throughput
Replies: 10
Views: 4829

Re: Red belt throughput

Just to be 100% clear - Belt throughput (both sides combined) is the listed number. Half a belt is half the number listed in the game. Proof: 20181123053010_1.jpg Perhaps you will find this beltometer to be useful in the future. It is one of my most used blueprints when I'm designing stuff. 0eNrNl8m...
by ColonelSandersLite
Mon Oct 29, 2018 6:58 am
Forum: General discussion
Topic: "Big power" options, low UPS hit
Replies: 52
Views: 11742

Re: "Big power" options, low UPS hit

I have never seen the amount of performance hit really quantified. AFAIK, the best way to find out would be do do some !!SCIENCE!! on it.
by ColonelSandersLite
Sun Oct 28, 2018 7:58 pm
Forum: Gameplay Help
Topic: No Oil
Replies: 13
Views: 5434

Re: No Oil

Hammerchief wrote:
Sun Oct 28, 2018 7:09 pm
If you like adventure, hop into your tank and go exploring.
No oil means no tank. You can use a car though!
by ColonelSandersLite
Sat Oct 27, 2018 3:34 pm
Forum: Gameplay Help
Topic: Train Signals: How to stop rear-endings?
Replies: 6
Views: 2110

Re: Train Signals: How to stop rear-endings?

Without more info (pics), my best guess is that you're putting the signals on the wrong side of the track. Signals must be on the right side of the track from the POV of the train.
by ColonelSandersLite
Fri Oct 26, 2018 9:00 am
Forum: Technical Help
Topic: UPS hit from "Artillery Shell Range" research
Replies: 7
Views: 3157

Re: UPS hit from "Artillery Shell Range" research

I'm pretty sure @Rseding91 said that artillery scans at a constant speed though. So the UPS degrade would have to be soley based on "more map == more biters", in which case it should settle once the artillery has killed them all off? The problem with that line of thinking - The range of t...

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