Search found 3700 matches

by DaveMcW
Thu Jul 31, 2014 10:15 pm
Forum: General discussion
Topic: About gun turrets
Replies: 21
Views: 13326

Re: About gun turrets

There have been a lot of complaints about the price of AP ammo. Sitting passively while 18 spawners dump biters at you sounds like a recipe for failure. If it costs more resourses to defend your mining operation than it produces, you should give it up. I recommend distractor capsules for early spawn...
by DaveMcW
Thu Jul 31, 2014 9:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Automatic Update Crash
Replies: 5
Views: 1738

Re: [0.10.3] Automatic Update Crash

I found a workaround.

Right-click Factorio and select "Run as administrator". This prevents the UAC window from popping up in the middle of the update and causing the crash.
by DaveMcW
Thu Jul 31, 2014 9:49 am
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Automatic Update Crash
Replies: 5
Views: 1738

Re: [0.10.3] Automatic Update Crash

Here it is.
by DaveMcW
Thu Jul 31, 2014 8:48 am
Forum: Duplicates
Topic: [0.10.5] Windows Switch User Crash
Replies: 7
Views: 7422

[0.10.5] Windows Switch User Crash

Windows 7 x64, Factorio version 0.10.5. Steps to reproduce: 1. Start -> All Programs -> Factorio -> Factorio 2. Start -> Switch User 3. Click your username to log back in When I'm on the main menu, I get this error message: Sprite "C:/Program Files\Factorio\data\core|graphics\background-image-l...
by DaveMcW
Thu Jul 31, 2014 8:29 am
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Automatic Update Crash
Replies: 5
Views: 1738

[0.10.3] Automatic Update Crash

Windows 7 x64, Factorio version 0.10.3.

When I ran the automatic updater to upgrade to 0.10.5, the program popped up a crash warning instead of restarting quietly. The game did restart and the update was successful.

Image
by DaveMcW
Sun Jul 27, 2014 3:35 pm
Forum: Ideas and Suggestions
Topic: Make roboport available for logistic connecting
Replies: 6
Views: 3357

Re: Make roboport available for logistic connecting

Maybe you could make roboports like gun turrets, which only accept 10 items by inserter.

Of course then it could only accept 10 robots too..
by DaveMcW
Sun Jul 27, 2014 8:51 am
Forum: Show your Creations
Topic: Smelt iron ore into steel with one furnace
Replies: 4
Views: 4887

Re: Smelt iron ore into steel with one furnace

Breetai wrote:Top > 4 Iron Plates in the crate.
Bottom < 3 Iron Plates in the crate.
This can be simplified to:

Top: replace with fast inserter
Bottom < 2 Iron Plates in the crate.


Steel furnaces often take less space than electric ones.

Image
by DaveMcW
Fri Jul 25, 2014 11:09 pm
Forum: General discussion
Topic: Why are the Factorio forums on a different domain?
Replies: 3
Views: 2071

Re: Why are the Factorio forums on a different domain?

Forums are notorious for getting hacked. You don't want them to take over your main server when that happens.
by DaveMcW
Fri Jul 25, 2014 7:40 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Destroyer Capsules
Replies: 10
Views: 12499

Re: Destroyer Capsules

DerivePi wrote:How do 3 Chemical Plants produce enough Plastic for 50 ADV CKT in assembler 3s? Also seems a little light with the AP AMMO and heavy with the FE PL, Steel and Gear production.
Productivity Module 3's in every assembler/furnace they are allowed, and Speed Module 3's where they aren't.
by DaveMcW
Fri Jul 25, 2014 10:19 am
Forum: Gameplay Help
Topic: Changing Assembly Machine Stock
Replies: 3
Views: 2294

Re: Changing Assembly Machine Stock

Changing the stock level is not enough. If inserters can't keep up with 2x the ingredients, they have no chance at 3x or more. To make inserters keep up: 1. Use blue inserters. 2. Research inserter stack size bonus. Note: this does not work with transport belts. 3. Replace your transport belts with ...
by DaveMcW
Wed Jul 23, 2014 8:56 am
Forum: Implemented Suggestions
Topic: Assember Machine 3
Replies: 13
Views: 4929

Re: Assember Machine 3

Bump.

Still waiting for an assembly machine that can build oil refineries.
by DaveMcW
Tue Jul 22, 2014 4:54 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Destroyer Capsules
Replies: 10
Views: 12499

Destroyer Capsules

It takes about 15 destroyer capsules per minute to maintain a maxed destroyer bot army. So I decided to build a factory to produce them that fast. Only one assembler is required, if you load it with speed module 3's. http://davemcw.com/factorio/images/destroyer-capsule-zoom.jpg With productivity mod...
by DaveMcW
Tue Jul 22, 2014 3:31 am
Forum: News
Topic: Friday Facts #43
Replies: 34
Views: 28819

Re: Friday Facts #43

HeilTec wrote:The clients could (randomly) take turns on the arbiter role.
This could be called a peer-to-peer distributed-arbiter system.

Since I've never designed such a thing my ideas may be far fetched.
You really want the person with the best computer to be always be the arbiter.
by DaveMcW
Sat Jul 19, 2014 12:11 am
Forum: Gameplay Help
Topic: Question regarding Base Layouts
Replies: 19
Views: 6554

Re: Question regarding Base Layouts

Only downside, it caps the ability for that line to grow. Assuming there's nothing behind the assembler, underground belts will allow those resources to continue downwards. ;) It's hilarious that you guys think there will be any resources left on the belt after it passes a solar panel assembler. :D
by DaveMcW
Fri Jul 18, 2014 6:54 am
Forum: Gameplay Help
Topic: Question regarding Base Layouts
Replies: 19
Views: 6554

Re: Question regarding Base Layouts

In regards to transport belts; when is it worth while to upgrade to faster belts? Obviously they move material faster, but if you have a large backlog in your resource delivery chain, why does belt speed matter? Speed itself doesn't matter. But faster belts can feed more buildings before getting cl...
by DaveMcW
Wed Jul 16, 2014 4:16 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Advanced Circuits production
Replies: 12
Views: 13339

Re: Advanced Circuits production

Putting cables on a belt doesn't slow this way down? I long ago gave up trying that because it is just so slow without inserter bonus. Nice and compact though, if needed in tight spaces. Advanced circuits need circuits, plastic, and cables in a 1:1:2 ratio. This fits perfectly with a circuit/plasti...
by DaveMcW
Tue Jul 15, 2014 12:22 am
Forum: Gameplay Help
Topic: Transport belt lane balancing
Replies: 11
Views: 5247

Re: Transport belt lane balancing

If you use a vertical splitter, there is no left or right. ;)
by DaveMcW
Mon Jul 14, 2014 8:30 pm
Forum: Gameplay Help
Topic: Transport belt lane balancing
Replies: 11
Views: 5247

Re: Transport belt lane balancing

ssilk wrote:@DaveMcW:
I never tried that, but I think this balances the left input-lane over the right, cause the outgoing splitter will prefer the left belt-entry.
Putting a straight belt before the last splitter fixes this.
by DaveMcW
Sun Jul 13, 2014 9:55 pm
Forum: Gameplay Help
Topic: Transport belt lane balancing
Replies: 11
Views: 5247

Re: Transport belt lane balancing

This will balance a 2-lane coal belt.
balancer.jpg
balancer.jpg (102.49 KiB) Viewed 4783 times

Go to advanced search