Search found 181 matches

by adam_bise
Sat Aug 03, 2019 6:20 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 27785

Re: Version 0.17.60

I don't like the oil changes. There are plenty of ways to balance basic oil. Working out how was part of the fun. What's next? Reduce the game to a $30.00 "I win" button? "New players aren't able to launch a rocket in their first sitting, by god someone do something!" I always wonder where the dumbi...
by adam_bise
Thu May 30, 2019 10:02 pm
Forum: Gameplay Help
Topic: Too much robots
Replies: 10
Views: 509

Re: Too much robots

Could also be that there aren't enough bot spaces due to a lack of roboports. Each roboport can dock a max of what, 350 bots?
by adam_bise
Thu May 30, 2019 9:58 pm
Forum: Gameplay Help
Topic: Remove all items on transport-belts
Replies: 7
Views: 473

Re: Remove all items on transport-belts

Well, you could create a massive blueprint of your map, right click / remove all entities in the BP except belts, splitters, and undergrounds, then create a deconstruction planner that whitelists all belts, splitters and undergrounds. Then use the decon planner over your whole base, and re-stamp the...
by adam_bise
Tue May 28, 2019 6:41 pm
Forum: Gameplay Help
Topic: Power Switch BP??
Replies: 6
Views: 187

Re: Power Switch BP??

Well that is disappointing. I guess the BP pic led me to believe the connections were retained.
by adam_bise
Tue May 28, 2019 6:21 pm
Forum: Gameplay Help
Topic: Power Switch BP??
Replies: 6
Views: 187

Power Switch BP??

I made a blueprint of some power switches but when I went to use it, the wires were all messed up. You can see in the pic this is how it was supposed to be. psw.png But this is what I got.. psw1.png What am I missing here? The blueprint serves no point if I have to manually fix the connections each ...
by adam_bise
Tue May 21, 2019 3:12 pm
Forum: Combinator Creations
Topic: Logistics Router
Replies: 4
Views: 2136

Re: Logistics Router

Simplified version is dramatically faster, but relies on a 1 tile separation of networks and doesn't minimize duplicate requests. Removed belt timer, and accompanying bot switch. Removed child count buffer. Added circuit to round inventory signal up to the nearest multiple of your bots cargo capacit...
by adam_bise
Sun May 19, 2019 12:22 am
Forum: Combinator Creations
Topic: Logistics Router
Replies: 4
Views: 2136

Re: Logistics Router

Another version with option to increase inventory by a percentage for each child. Useful for many successive segments with the same inventory. Set percentage on this combinator. lr6.png 0eNrtXUtz48YR/ispHBPSwbzwUNl7cQ4+qPYQ65Ct1BYLIocSEhBghqBsZUv/3QM+QWAG6B6CpCz7sqoViU8z/fV7hs1v3mO2lkuV5qV3981Lp0W+8...
by adam_bise
Fri May 17, 2019 3:46 pm
Forum: Releases
Topic: Version 0.17.41
Replies: 15
Views: 7259

Re: Version 0.17.41

FactorioBot wrote:
Fri May 17, 2019 11:16 am
[*]Fixed a PvP script error on configuration changed. (70914)
Thank you!
by adam_bise
Fri May 17, 2019 12:35 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [0.17.40] pvp.lua:3889: attempt to call global 'update_team_names' (a nil value)
Replies: 1
Views: 359

[Klonan] [0.17.40] pvp.lua:3889: attempt to call global 'update_team_names' (a nil value)

Updated headless from 0.17.32 to 0.17.40 and now the server crashes when trying to start. No mods, using built in PVP scenario. Error ServerMultiplayerManager.cpp:92: MultiplayerManager failed: "The scenario level caused a non-recoverable error. factorio-current.log https://1drv.ms/u/s!Auwt-t2xR47Og...
by adam_bise
Thu May 16, 2019 4:23 pm
Forum: Gameplay Help
Topic: Handling 7 Science Paks
Replies: 36
Views: 3030

Re: Handling 7 Science Paks

I just braid them between beacons.
sci_brd2.png
sci_brd2.png (1.22 MiB) Viewed 2025 times
by adam_bise
Thu May 16, 2019 2:23 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 0.17 600 SPM just add raw
Replies: 3
Views: 1179

Re: 0.17 600 SPM just add raw

Very nice! I found one small error in the center blueprint. There's a place where batteries and advanced circuits are placed together on a belt. The splitter used for it can output batteries on the copper plate belt if that copper plate belt is not full. By placing the fast underground belt at leas...
by adam_bise
Wed May 15, 2019 2:19 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 0.17 600 SPM just add raw
Replies: 3
Views: 1179

0.17 600 SPM just add raw

This base will produce and consume 600SPM. It requires 14 blue belts of iron, 11 blue copper, 3 blue stone, 3(~2.5) blue coal, 2 crude pipelines, and 3 offshore pumps. If the optional reactor is added, add 1/2 yellow uranium ore and 30 offshore pumps. This certainly isn't the biggest science factory...
by adam_bise
Mon May 13, 2019 1:16 pm
Forum: Outdated/Not implemented
Topic: Lost all blueprints because I can´t find my corpse
Replies: 17
Views: 698

Re: Lost all blueprints because I can´t find my corpse

All I know is, based on personal experience, when I die I have a certain level of confidence that I will or wont be able to recover my items, based on if I think I can make it back in time, remember where it was, and how many enemies may be nearby. It was frustrating to be correct in those 3 things...
by adam_bise
Fri May 10, 2019 10:11 pm
Forum: Gameplay Help
Topic: how many logistic/construction robots needed?
Replies: 20
Views: 2269

Re: how many logistic/construction robots needed?

Trying to figure out a formula would depend on your bot speed and cargo capacity levels. I haven't seen a formula, but it would be interesting to come up with one. You'd have to figure out recharge time per bot per roboport, distance vs bot speed vs max charge distance. How many roboports in the del...
by adam_bise
Thu May 09, 2019 10:17 pm
Forum: General discussion
Topic: The price on Steam vs GoG in Poland
Replies: 6
Views: 830

Re: The price on Steam vs GoG in Poland

I got mine straight from factorio.com and would do so again. I prefer to not have steam manage my game files for me, unless the game is natively steam, and with GoG don't you get slower updates, a 3rd party installer etc? Nothing against GoG, though. They are great for necroware titles. I've bought ...
by adam_bise
Thu May 09, 2019 8:20 pm
Forum: Show your Creations
Topic: My rail based mega factory after 1000 hours.
Replies: 2
Views: 1185

Re: My rail based mega factory after 1000 hours.

That's a lot of stackers lol
by adam_bise
Thu May 09, 2019 7:44 pm
Forum: Ideas and Suggestions
Topic: Major uranium ore sink
Replies: 19
Views: 905

Re: Major uranium ore sink

I believe the only real solution would be to add it to the science recipe tree, somewhere. I don't know hardly anything about uranium, so can't really suggest where it would be viable as an ingredient. Even so, I would like to see it more utilized late game, as for me, uranium ore consumption is a f...
by adam_bise
Thu May 09, 2019 6:21 pm
Forum: Gameplay Help
Topic: Belt vs inserter and assebmler output
Replies: 6
Views: 394

Re: Belt vs inserter and assebmler output

Also, what is the crafting speed of those assemblers? I can see 4.375, but not what's above. I have personally built 5.5 GC factories and found that more than 3 stack inserters were needed to fulfill copper wire input. You can also just open the assembler and see what the hold up is. Here is my setu...
by adam_bise
Thu May 09, 2019 5:25 pm
Forum: Gameplay Help
Topic: Belt vs inserter and assebmler output
Replies: 6
Views: 394

Re: Belt vs inserter and assebmler output

Stack inserters can output to a splitter much faster.
fi.png
fi.png (409.55 KiB) Viewed 315 times
This will compress half a blue
fi2.png
fi2.png (446.39 KiB) Viewed 315 times
In your case
fi3.png
fi3.png (421.47 KiB) Viewed 313 times
by adam_bise
Thu May 09, 2019 4:28 pm
Forum: General discussion
Topic: Forts or walls
Replies: 28
Views: 2391

Re: Forts or walls

Lol I never would have guessed you can place mines via bots. Cool!

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