Search found 207 matches
- 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...
- Sat Mar 16, 2019 5:26 pm
- Forum: Gameplay Help
- Topic: Two belts into a Furnace
- Replies: 11
- Views: 5071
- 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...
- 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...
- 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?...
- 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...
- 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.
- 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...
- Fri Mar 08, 2019 6:53 pm
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 30831
Re: Version 0.17.9
Woohoo!FactorioBot wrote: ↑Fri Mar 08, 2019 5:41 pmUse the automatic updater if you can (check experimental updates in other settings)
Updated from 0.17.8 to 0.17.9 just fine.
- 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...
- 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...
- Thu Mar 07, 2019 3:56 am
- Forum: Releases
- Topic: Version 0.17.7
- Replies: 26
- Views: 19668
Re: Version 0.17.7
Pretty please with cherries on top?MasterBuilder wrote: ↑Wed Mar 06, 2019 6:52 pmThe frequency of fixes/updates is awesome, but is there any chance you could focus on fixing that updater next week?
- 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.
- 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...
- 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...
- 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...
- 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.
- Sun Oct 28, 2018 7:58 pm
- Forum: Gameplay Help
- Topic: No Oil
- Replies: 13
- Views: 5434
Re: No Oil
No oil means no tank. You can use a car though!Hammerchief wrote: ↑Sun Oct 28, 2018 7:09 pmIf you like adventure, hop into your tank and go exploring.
- 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.
- 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...