Search found 3700 matches

by DaveMcW
Sat Aug 09, 2014 1:35 am
Forum: Implemented Suggestions
Topic: Different scaling for player logistics requests
Replies: 2
Views: 1543

Re: Different scaling for player logistics requests

In version 0.10 they went the opposite way, everything is powers of 10.

https://forums.factorio.com/forum/vie ... php?t=4145
by DaveMcW
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...
by DaveMcW
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

MF- wrote:Would you stand still and count the blinks instead of fixing the cause?
Of course not. But I want an extremely obvious alert, not tiny inserter or lamp changes.
by DaveMcW
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...
by DaveMcW
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!
by DaveMcW
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.
by DaveMcW
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.
by DaveMcW
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.
by DaveMcW
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...
by DaveMcW
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.
by DaveMcW
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.
by DaveMcW
Tue Aug 05, 2014 8:43 am
Forum: General discussion
Topic: Perfectly optimal solar network
Replies: 18
Views: 87662

Re: Perfectly optimal solar network

Khyron wrote:So accumulators need to provide P for 41.66+58.33 = 100s
Forget P, just use 42 kW, the average daily production of one solar panel.

42 kW * 100s / 5 MJ = 0.84 accumulators per solar panel.
by DaveMcW
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...
by DaveMcW
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.
by DaveMcW
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... ;)
by DaveMcW
Sat Aug 02, 2014 5:58 am
Forum: Gameplay Help
Topic: Sandbox Mode
Replies: 1
Views: 1307

Re: Sandbox Mode

Play -> Custom Scenario -> sandbox
by DaveMcW
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 ...
by DaveMcW
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.
by DaveMcW
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.
by DaveMcW
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. :)

Go to advanced search