Search found 138 matches

by ColonelSandersLite
Wed May 23, 2018 7:39 pm
Forum: Gameplay Help
Topic: Passenger train
Replies: 10
Views: 2265

Re: Passenger train

Here you go. Mods - Creative Mode (Fix For 0.16) Designed for Game Version 16.36 blueprint string: 0eNrtXd1uW0lyfpUBLwNzcfq/20AuggTIAyR3i4FBS7SHiEwJJOUdY6AHyFvk2fIkIUWZPEN2kV/Vp52svHszA9tSfdXVXad+uqr6t8nHu8f5w2qx3Eze/zZZ3Nwv15P3f/5tsl58Xs7udn+3+fYwn7yfLDbzL5N3k+Xsy+5P818fVvP1erpZzZbrh/vVZvpxfreZPL2b...
by ColonelSandersLite
Wed May 23, 2018 4:38 pm
Forum: Gameplay Help
Topic: Passenger train
Replies: 10
Views: 2265

Re: Passenger train

Also I realised I could load on one side and unload on another Wouldn't work. The barrels would move through, just the same as if the cargo wagon was a chest. I was tinkering and I think I have a working design which meets your stated requirements that you can expand on. I just need to look at it a...
by ColonelSandersLite
Wed May 23, 2018 2:32 pm
Forum: Gameplay Help
Topic: Passenger train
Replies: 10
Views: 2265

Re: Passenger train

Barrels? Why wouldn't you use bots as your stand-in for people? As outpost productivity naturally ebbs and flows, bots can use your passenger train to get from job site to job site! In any case, I would recommend you use some very basic circuitry to do the job. Doesn't have to be all that fancy. Bas...
by ColonelSandersLite
Wed May 23, 2018 10:52 am
Forum: Gameplay Help
Topic: Throughput unlimited balancers
Replies: 15
Views: 8783

Re: Throughput unlimited balancers

Once that bottom dead end output fills up and jams, that math is incorrect. The bottom underground is moving at 0.5, so the belt between the middle splitter and bottom right splitter is capped at 0.5 as well. That extra 0.25, which can't go on the bottom jammed up belt, should be forced from the mid...
by ColonelSandersLite
Wed May 23, 2018 7:45 am
Forum: Gameplay Help
Topic: Belt Balancing / Usage Issue
Replies: 20
Views: 4155

Re: Belt Balancing / Usage Issue

But unless you are deliberately blocking one lane, unbalanced load does not cause a throughput problem. Yes, some people think it looks awful, and it definitely looks like belt is unbalanced, but in practice it does not restrict throughput. As already stated, I grant the premise that it's entirely ...
by ColonelSandersLite
Wed May 23, 2018 3:18 am
Forum: Gameplay Help
Topic: Belt Balancing / Usage Issue
Replies: 20
Views: 4155

Re: Belt Balancing / Usage Issue

@Zavian It stops the problem described in 4 above. If you want to assert that 4 above is purely a cosmetic issue, I can grant that point for the sake of discussion. That doesn't mean that the question actually asked should not be answered though. @Hedning1390 Not only is that a situation that is not...
by ColonelSandersLite
Tue May 22, 2018 2:23 pm
Forum: Gameplay Help
Topic: Belt Balancing / Usage Issue
Replies: 20
Views: 4155

Re: Belt Balancing / Usage Issue

Secondly, despite my best efforts, some lines got heavily unbalanced. This happened mostly to my iron lines, and I would see literally all 12 of my lanes running at half a belt each, all on the same side. This eventually caused a shortage since it couldn't supply full belts. This is how that roughl...
by ColonelSandersLite
Mon May 21, 2018 5:00 am
Forum: Gameplay Help
Topic: Need help designing an auto trader
Replies: 5
Views: 1243

Re: Need help designing an auto trader

A question -

How are you wanting the player to control what they're buying?

Maybe a station for the purchase of each purchasable good? For example, perhaps you're wanting a system that will let a player send a train with x science packs, and return with y iron plate?
by ColonelSandersLite
Mon May 21, 2018 2:17 am
Forum: Minor issues
Topic: [0.16.43] Lab science flask consumption stats wrong.
Replies: 9
Views: 1883

Re: [0.16.43] Lab science flask consumption stats wrong.

I hadn't really thought about the issue of partially consumed items getting merged into one item. That's interesting. That says to me that in the first example, items are sometimes getting merged when they really shouldn't be. Maybe something like - An inserter inserts a stack of science packs. If t...
by ColonelSandersLite
Sun May 20, 2018 4:47 pm
Forum: Minor issues
Topic: [0.16.43] Lab science flask consumption stats wrong.
Replies: 9
Views: 1883

Re: [0.16.43] Lab science flask consumption stats wrong.

Not the problem.

The research is consumed. The research points are awarded. The production screen reports the number of flasks consumed incorrectly.
by ColonelSandersLite
Sun May 20, 2018 12:38 pm
Forum: Gameplay Help
Topic: Please Help - Possible Bug
Replies: 12
Views: 1834

Re: Please Help - Possible Bug

The labs are designed to be able to eat something like 12000 of each pack per minute to clear backlogs of science. I don't see any evidence of that. 36 labs * 350% research speed * 70% module speed / 60 research time = 1.47 packs per second = 88.2 packs per minute. That is a lot lower than 12000 pe...
by ColonelSandersLite
Sun May 20, 2018 9:30 am
Forum: Gameplay Help
Topic: Please Help - Possible Bug
Replies: 12
Views: 1834

Re: Please Help - Possible Bug

Initial post updated. Further clarified and simplified and a savegame included.
by ColonelSandersLite
Sun May 20, 2018 8:28 am
Forum: Gameplay Help
Topic: Please Help - Possible Bug
Replies: 12
Views: 1834

Re: Please Help - Possible Bug

Easy to check! 20180520031641_1.jpg The game's consumption screen reports 111/m Measuring from the feed belts shows 150/m Where I said 12000/min before was a typo btw. My numpad 0 key likes to stick sometimes and I just didn't notice it. I meant 120/min. That being said, neither the game's consumpti...
by ColonelSandersLite
Sun May 20, 2018 6:43 am
Forum: Gameplay Help
Topic: Please Help - Possible Bug
Replies: 12
Views: 1834

Re: Please Help - Possible Bug

Your science consumption graph shows sharp drops every 12 minutes or so. Your pic shows the situation during the "normal" period, but what happens during the drops? It's also suspicious that frequency of those drops matches the frequency of white science production. Could your labs experi...
by ColonelSandersLite
Sun May 20, 2018 6:27 am
Forum: Gameplay Help
Topic: Please Help - Possible Bug
Replies: 12
Views: 1834

Re: Please Help - Possible Bug

An additional test - As shown earlier, a circuit network setup reads that the labs are getting handed 109.2/min for each pack, but the consumption graph disagrees. So which is correct? Perhaps they are both correct and science packs are getting lost at the labs somehow? My understanding is that when...
by ColonelSandersLite
Sun May 20, 2018 4:48 am
Forum: Gameplay Help
Topic: Please Help - Possible Bug
Replies: 12
Views: 1834

Re: Please Help - Possible Bug

As pointed out, the expected bottleneck is the red/black production at 109.2/min The labs eat science a bit faster than I can make it. That way, if there's a backlog of built up science packs, it will eventually be cleared. For example, if I disable research for a while, or forget to press T to star...
by ColonelSandersLite
Sun May 20, 2018 4:07 am
Forum: Gameplay Help
Topic: Please Help - Possible Bug
Replies: 12
Views: 1834

Please Help - Possible Bug

Note the difference between consumption measured in the game's production/consumption window and that which was measured directly by the circuit network. Probably a bug. Will wait for others to confirm before reporting. The math I have done on the research points getting generated strongly suggests ...
by ColonelSandersLite
Tue Apr 24, 2018 6:39 am
Forum: Gameplay Help
Topic: Chain Signal Confusion - Tutorials
Replies: 8
Views: 5199

Re: Chain Signal Confusion - Tutorials

I found the tutorial problem you mention to be poor specifically because it does not give you enough chain signals to properly signal the whole junction. You can solve the tutorial problem with a bit of simplification though. Just treat the whole mess past the straight rails as a single block like t...

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