In version 0.10 they went the opposite way, everything is powers of 10.
https://forums.factorio.com/forum/vie ... php?t=4145
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- Sat Aug 09, 2014 1:35 am
- Forum: Implemented Suggestions
- Topic: Different scaling for player logistics requests
- Replies: 2
- Views: 1543
- Fri Aug 08, 2014 10:39 am
- Forum: General discussion
- Topic: Inserter Power Efficiency
- Replies: 6
- Views: 10041
Inserter Power Efficiency
When you look at inserter power cost, it seems that the basic inserter (13 kW) is cheaper than the long-handed inserter (18 kW) and fast inserter (32 kW). But the basic inserter is also the slowest, so maybe it is not so simple. I decided to run a test. http://davemcw.com/factorio/images/inserter-te...
- Fri Aug 08, 2014 8:05 am
- Forum: Ideas and Suggestions
- Topic: Brownout icon / Low power icon / Low power warning
- Replies: 49
- Views: 13773
Re: Brownout icon
Of course not. But I want an extremely obvious alert, not tiny inserter or lamp changes.MF- wrote:Would you stand still and count the blinks instead of fixing the cause?
- Fri Aug 08, 2014 3:03 am
- Forum: Ideas and Suggestions
- Topic: Brownout icon / Low power icon / Low power warning
- Replies: 49
- Views: 13773
Brownout icon / Low power icon / Low power warning
improved subject title 2021-04-15 — ssilk Currently if a machine has no power, it gets a blinking red triangle. I propose to show this triangle every time a machine has less than 100% electric demand satisfaction. But instead of blinking constantly, it turns off for a percentage of the time equal t...
- Wed Aug 06, 2014 10:02 pm
- Forum: Not a bug
- Topic: [0.10.6] Wrong number of these drones
- Replies: 4
- Views: 2455
Re: [0.10.6] Wrong number of these drones
Not a bug.
You always have more robots than the number on the research.
At 0 research you still get 1 robot.
At 20 research you get 134 robots!
You always have more robots than the number on the research.
At 0 research you still get 1 robot.
At 20 research you get 134 robots!
- Wed Aug 06, 2014 9:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] radar uses 309 KW instead of 300 KW
- Replies: 4
- Views: 1438
Re: [0.10.6] radar uses 309 KW instead of 300 KW
There's a similar bug in production info, as if it is adding a few extra seconds of stats.
- Wed Aug 06, 2014 8:53 pm
- Forum: Gameplay Help
- Topic: FIXED Smart Inserters Too Slow
- Replies: 8
- Views: 2535
Re: Smart Inserters Too Slow
Sounds like you need more electricity.
- Wed Aug 06, 2014 5:59 am
- Forum: General discussion
- Topic: (Possible) Item Abbreviations
- Replies: 10
- Views: 4335
Re: (Possible) Item Abbreviations
-1 do not want.
- Tue Aug 05, 2014 10:02 pm
- Forum: Gameplay Help
- Topic: Pipe Throughput
- Replies: 3
- Views: 2183
Re: Pipe Throughput
I think one petroleum pipe can feed about 30 plastic plants in theory, though I have never needed to test it. Are you sure the bottleneck isn't coal or electricity or plastic bar inserters? Is there another chemical plant stealing all the petroleum? How big of a backup are you talking about? Tanks t...
- Tue Aug 05, 2014 9:49 pm
- Forum: General discussion
- Topic: Amount of assemblers needed for every 4 science labs?
- Replies: 3
- Views: 1889
Re: Amount of assemblers needed for every 4 science labs?
1.33 red assembler1's per 4 science labs while researching a 30-second tech.
1.6 green assembler1's per 4 science labs while researching a 30-second tech.
Blue science cannot be produced in an assembler1.
If your tech does not take 30 seconds the answer is different.
1.6 green assembler1's per 4 science labs while researching a 30-second tech.
Blue science cannot be produced in an assembler1.
If your tech does not take 30 seconds the answer is different.
- Tue Aug 05, 2014 9:19 am
- Forum: General discussion
- Topic: Perfectly optimal solar network
- Replies: 18
- Views: 87662
Re: Perfectly optimal solar network
7.14 solar panels times 0.84 equals 6 accumulators.
- Tue Aug 05, 2014 8:43 am
- Forum: General discussion
- Topic: Perfectly optimal solar network
- Replies: 18
- Views: 87662
Re: Perfectly optimal solar network
Forget P, just use 42 kW, the average daily production of one solar panel.Khyron wrote:So accumulators need to provide P for 41.66+58.33 = 100s
42 kW * 100s / 5 MJ = 0.84 accumulators per solar panel.
- Tue Aug 05, 2014 4:44 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Rocket Defense Blueprint
- Replies: 12
- Views: 10187
Rocket Defense Blueprint
This is a compact factory for producing tier 4 science and tier 3 modules. It will get you to the Rocket Defense in about 9 hours if you only build one copy. But the idea is to copy and paste it to produce much faster. :) Click to enlarge http://davemcw.com/factorio/images/rocket-defense-preview.jpg...
- Sun Aug 03, 2014 10:13 pm
- Forum: Gameplay Help
- Topic: Can't get assembly machines to work
- Replies: 17
- Views: 10194
Re: Can't get assembly machines to work
Your science pack machine is producing faster than the lab can research. It will sit idle until the lab catches up.
Replace the research lab with a transport belt. Then build 2 labs to pull science off the belt.
Replace the research lab with a transport belt. Then build 2 labs to pull science off the belt.
- Sat Aug 02, 2014 12:01 pm
- Forum: Balancing
- Topic: Alien race is easily beaten with leapfrog strategy
- Replies: 3
- Views: 8622
Re: Alien race is easily beaten with leapfrog strategy
Congrats on beating the demo.
I wish you luck using that strategy in the full version...
I wish you luck using that strategy in the full version...
- Sat Aug 02, 2014 5:58 am
- Forum: Gameplay Help
- Topic: Sandbox Mode
- Replies: 1
- Views: 1307
Re: Sandbox Mode
Play -> Custom Scenario -> sandbox
- Fri Aug 01, 2014 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Lights for devices
- Replies: 2
- Views: 1927
Re: Lights for devices
Smelters do provide light. With a LOT of work you could transform a belt of raw materials into a moving pattern on a grid of smelters. Add speed modules for higher FPS. You could also look into using boiler+steam engine+lamp to transform fuel into a light pixel, but even using wood the FPS would be ...
- Fri Aug 01, 2014 10:23 pm
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 302606
Re: You know you play Factorio too much when...
When you are shopping and see a shelf of cables, you move them all to the electronics section.
- Fri Aug 01, 2014 7:44 am
- Forum: General discussion
- Topic: Few newbie questions.
- Replies: 9
- Views: 3902
Re: Few newbie questions.
To attach exactly one cable, craft one, select it, and click both poles. But you can mine a pole and replace it to reattach all cables for free.
There are tougher enemies, but they will come whether you pollute or not. Polluting will attract more at once.
There are tougher enemies, but they will come whether you pollute or not. Polluting will attract more at once.
- Fri Aug 01, 2014 12:59 am
- Forum: General discussion
- Topic: Reading the factorio schematics
- Replies: 3
- Views: 2857
Re: Reading the factorio schematics
Nah, most of us can't read them but we're too polite to complain in the thread.