Search found 950 matches

by BlakeMW
Sun May 01, 2016 9:27 am
Forum: Balancing
Topic: Gun Turret - Distance Upgrade or Recycle option.
Replies: 15
Views: 4387

Re: Gun Turret - Distance Upgrade or Recycle option.

The other option is to make biters resist laser turrets instead of physical, but that doesn't really fit. Why would simple insectoid aliens develop more resistance to lasers than physical trauma? You'd have to think of an alternate technology (other than lasers) that is more advanced than bullets, ...
by BlakeMW
Fri Apr 29, 2016 2:03 pm
Forum: Gameplay Help
Topic: Endgame fighting problems
Replies: 6
Views: 2817

Re: Endgame fighting problems

On Deathworlds when I want to clear biters fast I use a 3x Fusion Reactor 5x roboport type Power Armor 2 setup, and stock up on about 500 laser turrets, 1000 repair packs and 500 construction robots. Then I use a laser turret blueprint to just spam the hell out of laser turrets. It's murder on the p...
by BlakeMW
Thu Apr 28, 2016 9:06 am
Forum: Gameplay Help
Topic: Burner Inserters vs Inserters
Replies: 4
Views: 8231

Re: Burner Inserters vs Inserters

Actually those numbers are wrong, the energy per insert is the joules per second (kW) multiplied by the seconds required to perform the insert. Burner Inserter: Energy Use: 180kW Time Per Insert: 1.7s Energy Per Insert: 180 * 1.7 = 306kJ Drain: 0W Basic Inserter: Energy Use: 13kW Time per Insert: 1....
by BlakeMW
Wed Apr 27, 2016 4:03 pm
Forum: Balancing
Topic: Gun Turret - Distance Upgrade or Recycle option.
Replies: 15
Views: 4387

Re: Gun Turret - Distance Upgrade or Recycle option.

mooklepticon wrote:
BlakeMW wrote:Spitters have not outranged gun turrets for quite some time now.
Uh, yeah, they have.
I guess you haven't used gun turrets much since 0.11.6 came out.
  • Balancing
    • The range of all spitters have been set to 15, so they don't outrange the gun turrets.
by BlakeMW
Wed Apr 27, 2016 1:14 pm
Forum: Balancing
Topic: Gun Turret - Distance Upgrade or Recycle option.
Replies: 15
Views: 4387

Re: Gun Turret - Distance Upgrade or Recycle option.

Spitters have not outranged gun turrets for quite some time now. They work fine all the way up to Behemoth Biters, and the only reason they become undesirable then is just because it costs so much damn metal to kill each Behemoth Biter,
by BlakeMW
Wed Apr 27, 2016 7:46 am
Forum: General discussion
Topic: Productivity modules: where do you draw the line?
Replies: 52
Views: 20890

Re: Productivity modules: where do you draw the line?

I pretty much always use them in green circuits, gears, blue circuits and everything oil related. If I'm doing a logistics build I use them in every furnace/assembler/chemical plant which will take them. If I'm doing a belts build I might not bother with furnances and low yield recipes like red circ...
by BlakeMW
Tue Apr 26, 2016 12:53 pm
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 116337

Re: The Ctrl+V Game

莊春江譯
by BlakeMW
Mon Apr 25, 2016 10:34 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Long distance pipes and pumps
Replies: 37
Views: 329908

Re: Long distance pipes and pumps

From my own testing it actually isn't. Both perform identically and as such the design on the right is superior because it is simpler and more compact. I had to test it because everything I know about factorio fluid dynamics says there should be no difference between the two designs and my experimen...
by BlakeMW
Sat Apr 23, 2016 3:34 pm
Forum: Gameplay Help
Topic: how many logistic/construction robots needed?
Replies: 20
Views: 17851

Re: how many logistic/construction robots needed?

Depends entirely on your needs. As a rule of thumb? 100 construction bots and 500 logistic bots is enough to start doing logistics on a useful scale (or at least a scale comparable to the size of a factory required to research the logistic system and the upgrades in the first place, or say, launch a...
by BlakeMW
Sat Apr 23, 2016 8:00 am
Forum: Show your Creations
Topic: Chemical Processing Layout
Replies: 10
Views: 52279

Re: Chemical Processing Layout

Also, you should never, ever place crude oil in storage tanks. You get nearly 100x as much storage density from using barrels over storage tanks. Hold on! That's making the assumption that space is a scarce and limited resource. It costs 5 iron to store 25 oil in a barrel (5 oil/iron) whereas it co...
by BlakeMW
Thu Apr 21, 2016 2:52 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 201597

Re: Solar panels less of a no-brainer

The problem with the idea of unlimited oil is comparative advantage - Oil is only unlimited given infinite time , the problem is oil income is very much limited with strongly competing uses. Solar power is unlimited and not at all scarce, it is available everywhere and there is little competition fo...
by BlakeMW
Thu Apr 21, 2016 8:03 am
Forum: Ideas and Suggestions
Topic: Advanced Accumulators
Replies: 10
Views: 4508

Re: Advanced Accumulators

Advanced Accumulator would mainly make sense if the Basic Accumulator is nerfed.

An example might be that Basic Accumulator is 70% energy efficient (for ever 1.0 kJ you put in, you get 0.7kJ back out) while the advanced accumulator is 90% efficient.
by BlakeMW
Tue Apr 19, 2016 6:39 pm
Forum: General discussion
Topic: Peaceful mode vs The fight - which do you prefer?
Replies: 11
Views: 7331

Re: Peaceful mode vs The fight - which do you prefer?

I only like to use peaceful mode if doing some hardcore logistics challenge, otherwise I prefer deathworlds.
by BlakeMW
Tue Apr 19, 2016 7:12 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 111547

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

One possibility would be adding hardened infrastructure - such as Armored Pylon, Hardened Rail and Buried Pipe. Give the hardened infrastructure extra resists and hitpoints, but just make the AI ignore hardened infrastructure. That is the FPS friendly solution.
by BlakeMW
Tue Apr 19, 2016 7:09 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Long distance pipes and pumps
Replies: 37
Views: 329908

Re: Long distance pipes and pumps

It does. So will longer underground pipe lenghs. I don't like to speak of pressure: In Factorio pipe capacity maxes out when the pipe becomes backlogged , that is when it becomes 10.0/10 full at the producers (i.e. pumpjacks) and thus doesn't allow any more liquid to be added at that point. A larger...
by BlakeMW
Mon Apr 18, 2016 9:07 pm
Forum: Balancing
Topic: Does a beacon consume too much energy?
Replies: 57
Views: 14630

Re: Does a beacon consume too much energy?

Beacons don't use much power when they cover 8 machines, 480kW / 8 = 60kW per machine, that'll be only a small fraction of what each machine is using. When speed beacons are combined with assembler 3 with 4x productivity modules they actually result in energy savings per item created by dramatically...
by BlakeMW
Fri Apr 15, 2016 6:17 am
Forum: Balancing
Topic: Gun Turrets, quality of life issues
Replies: 4
Views: 3615

Re: Gun Turrets, quality of life issues

Inserters load exactly 10 magazines per turret. When using turrets in any number they should be belt fed, you can feed the belt with a requester chest if you like. What is true is that gun turrets are much more expensive than lasers, especially if using piercing ammo. The solution: Don't use piercin...
by BlakeMW
Thu Apr 14, 2016 2:39 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 133545

Re: [MOD 0.12.26] KS Power

This is how I'd like it if wind turbines worked relative to other options: Boiler/Steam: Reliable, consistent power generation. Low cost makes suitable standby power. Main cost is fuel cost rather than construction cost. Wind: Almost as cheap per (average) MW as Boiler/Steam but high variability mea...
by BlakeMW
Wed Apr 13, 2016 7:34 am
Forum: Gameplay Help
Topic: Inserter Throughput
Replies: 9
Views: 17222

Re: Inserter Throughput

Something else relevant to this topic: I weaponized the difference in insertion speed to make a pure fast inserter low-power condition: http://i.imgur.com/j1PZ1wfl.jpg The out inserter is on dedicated power, via sideloading the fish swap sides and the in-inserter is on the main grid and will tend to...
by BlakeMW
Tue Apr 12, 2016 6:27 pm
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 116337

Re: The Ctrl+V Game

http://reflex/PyROOT

(for all your high energy particle physics simulation needs)

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