Search found 3700 matches
- 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...
- 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.
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.
- Thu Jul 31, 2014 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Crash on resume from suspend
- Replies: 7
- Views: 3663
- 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.
- 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...
- 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](https://forums.factorio.com/images/ext/ff60c27f28e27f652e61ea4d7170cd02.png)
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](https://forums.factorio.com/images/ext/ff60c27f28e27f652e61ea4d7170cd02.png)
- 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..
Of course then it could only accept 10 robots too..
- 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
This can be simplified to:Breetai wrote:Top > 4 Iron Plates in the crate.
Bottom < 3 Iron Plates in the crate.
Top: replace with fast inserter
Bottom < 2 Iron Plates in the crate.
Steel furnaces often take less space than electric ones.
![Image](https://forums.factorio.com/images/ext/35de93372fe5d946a8f05dff15e5b268.jpg)
- 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.
- Fri Jul 25, 2014 7:40 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Destroyer Capsules
- Replies: 10
- Views: 12499
Re: Destroyer Capsules
Productivity Module 3's in every assembler/furnace they are allowed, and Speed Module 3's where they aren't.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.
- 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 ...
- 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.
Still waiting for an assembly machine that can build oil refineries.
- 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...
- Tue Jul 22, 2014 3:31 am
- Forum: News
- Topic: Friday Facts #43
- Replies: 34
- Views: 28819
Re: Friday Facts #43
You really want the person with the best computer to be always be the arbiter.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.
- 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
- 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...
- 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...
- 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. ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Mon Jul 14, 2014 8:30 pm
- Forum: Gameplay Help
- Topic: Transport belt lane balancing
- Replies: 11
- Views: 5247
Re: Transport belt lane balancing
Putting a straight belt before the last splitter fixes this.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.
- 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.