This is brilliant and exactly what i was looking for. Thank you.
However, just one question. What does output need/s actually mean. How many items per second i will produce with the suggested setup?
I the current setup, the spreadsheet tells me i need 2426 Iron Ore per second to maintain.. This ...
Search found 39 matches
- Thu Sep 15, 2016 7:17 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Late Game Rocket Planning Spreadsheet
- Replies: 10
- Views: 10566
- Thu Sep 15, 2016 6:42 pm
- Forum: Resolved Problems and Bugs
- Topic: *[0.14.6] Research screen frozen.
- Replies: 14
- Views: 7888
*[0.14.6] Research screen frozen.
Hi,
I just updated to Version 0.14.6, and after the update, the research screen seems frozen.
I can't select any research, scroll through the list of researches or search for them. Basically the whole screen seems frozen, i can't click on any buttons. Closing via keyboard works normal.
This ...
I just updated to Version 0.14.6, and after the update, the research screen seems frozen.
I can't select any research, scroll through the list of researches or search for them. Basically the whole screen seems frozen, i can't click on any buttons. Closing via keyboard works normal.
This ...
- Mon Jul 18, 2016 7:55 am
- Forum: General discussion
- Topic: Is loop based train design totally broken?
- Replies: 21
- Views: 26627
Re: Is loop based train design totally broken?
I always use single headed trains, but i've managed to avoid most of the deadlocking issues. In my opinion, these are the 2 most important design aspects for loop-based systems:
1. Always split your stations off the main-line. First, spit off a 2-track line from the main line. Then, build your ...
1. Always split your stations off the main-line. First, spit off a 2-track line from the main line. Then, build your ...
- Tue Dec 29, 2015 12:45 pm
- Forum: General discussion
- Topic: About the endgame - kinda frustrating today
- Replies: 45
- Views: 56645
Re: About the endgame - kinda frustrating today
https://forums.factorio.com/forum/viewtopic.php?f=93&t=15308
That's what i'm using for the continous need of ressources.
I just set myself more and more goals, starting with one rocket per hour, then 5 per hour, etc..., always expanding my factory. This seems to work somewhat well for me, but ...
That's what i'm using for the continous need of ressources.
I just set myself more and more goals, starting with one rocket per hour, then 5 per hour, etc..., always expanding my factory. This seems to work somewhat well for me, but ...
- Tue Dec 22, 2015 10:02 am
- Forum: Gameplay Help
- Topic: Many stations, one name
- Replies: 22
- Views: 31102
Re: Many stations, one name
From what i understand, the pathfinder for trains looks up all possible paths for a train to get to a station, and then assign each path a score. This score depends on lenght, red signals, and possibly other factors. Then, the train chooses the path with the best score.
For your situation, the ...
For your situation, the ...
- Sun Dec 20, 2015 10:24 am
- Forum: Gameplay Help
- Topic: why separate refuel stations
- Replies: 1
- Views: 6510
Re: why separate refuel stations
It can be usefull if some of your trains operate away from any fuel source.
I have my base split up into different bases, some for mining, some for smelting, etc... So some of these trains run only from the mines to my smelting outpost. In case of the Iron smelting, i don't have any fuel nearby ...
I have my base split up into different bases, some for mining, some for smelting, etc... So some of these trains run only from the mines to my smelting outpost. In case of the Iron smelting, i don't have any fuel nearby ...
- Sun Dec 20, 2015 8:53 am
- Forum: Railway Setups
- Topic: Railway Turn
- Replies: 6
- Views: 28180
Re: Railway Turn
I can see what you are going for, but i don't think that this solution is a huge improvement.
First, you still need to cross tracks, you just do it at another place.
In your picture with the station, imagine the following situation:
A train arriving from the south wants to go left towards the ...
First, you still need to cross tracks, you just do it at another place.
In your picture with the station, imagine the following situation:
A train arriving from the south wants to go left towards the ...
- Mon Dec 14, 2015 10:05 pm
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 43873
- Mon Nov 23, 2015 4:12 pm
- Forum: Gameplay Help
- Topic: First Mods + other questions
- Replies: 10
- Views: 19300
Re: First Mods + other questions
can we get some links? what is this RSO mod and where do I find it? what about some of the other mods you mentioned? I went into the mods section but there are a lot of sub sections and I don't know which ones these mods you listed would be under
RSO: The link for the subforum: https://forums ...
RSO: The link for the subforum: https://forums ...
- Mon Nov 23, 2015 4:05 pm
- Forum: Gameplay Help
- Topic: Long distance travel ... not a stright line?
- Replies: 3
- Views: 7819
Re: Long distance travel ... not a stright line?
Did you drive over any conveyor belt? If so, that's why the tank shifted.
- Sat Nov 21, 2015 11:06 am
- Forum: Gameplay Help
- Topic: First Mods + other questions
- Replies: 10
- Views: 19300
Re: First Mods + other questions
RSO Version 1.4.4 and above should be working with the newest Factorio versions.
I unzipped the RSO Folder, placed the unzipped one in the AppData/Roaming/Factorio/ mods folder, it worked without changing any names. I can't say anything about the landfill mod, never used it.
Factorio Version 12.11 ...
I unzipped the RSO Folder, placed the unzipped one in the AppData/Roaming/Factorio/ mods folder, it worked without changing any names. I can't say anything about the landfill mod, never used it.
Factorio Version 12.11 ...
- Fri Nov 20, 2015 3:14 pm
- Forum: Gameplay Help
- Topic: First Mods + other questions
- Replies: 10
- Views: 19300
Re: First Mods + other questions
Hello.
My thoughts to your questions.
1.) I always use the RSO mod. It changes the way ressource patches spawn. In a nutshell, ressource are fewer and the distances beetween the ressources are quite a bit longer. With this, the use of trains is neccessary. But the patches are still big enough to ...
My thoughts to your questions.
1.) I always use the RSO mod. It changes the way ressource patches spawn. In a nutshell, ressource are fewer and the distances beetween the ressources are quite a bit longer. With this, the use of trains is neccessary. But the patches are still big enough to ...
- Mon Nov 16, 2015 11:48 am
- Forum: Show your Creations
- Topic: Tutorial:Controlling oil reserves with pumps
- Replies: 14
- Views: 38669
Re: Tutorial:Controlling oil reserves with pumps
I use a similar system of controlling oil reserves and cracking, but less complicated. I have storage tanks hooked up to pumps as well, but only use one input condition.
If Lubricant is over 1k, i turn on the pump to my heavy to light oil cracking plant.
If Petroleum gas is under 1k, i turn on my ...
If Lubricant is over 1k, i turn on the pump to my heavy to light oil cracking plant.
If Petroleum gas is under 1k, i turn on my ...
- Fri Nov 13, 2015 6:40 pm
- Forum: News
- Topic: Friday Facts #112 - Better noise
- Replies: 63
- Views: 49942
Re: Friday Facts #112 - Better noise
I'm sorry if this has been answered but when will 0.12 be released as stable?
I am weary of starting a 20-30h game on the experimental build but maybe I shouldn't?
Can anyone tell me if the current 0.12 build stable enough for longterm play?
Thanks
I'm currently on a 30 hrs save, started with ...
I am weary of starting a 20-30h game on the experimental build but maybe I shouldn't?
Can anyone tell me if the current 0.12 build stable enough for longterm play?
Thanks
I'm currently on a 30 hrs save, started with ...
- Sun Nov 08, 2015 11:00 am
- Forum: Ideas and Suggestions
- Topic: Smart inserters react to blueprint construction
- Replies: 1
- Views: 5641
Smart inserters react to blueprint construction
Hello,
i don't know if this was suggested before, but i could not find it in the forums.
I use an engineering train for my outpost construction. It has everything i could possibly need for outpost, like defenses, belts, miners, smelters, assembly machines, everything. But this led me to the ...
i don't know if this was suggested before, but i could not find it in the forums.
I use an engineering train for my outpost construction. It has everything i could possibly need for outpost, like defenses, belts, miners, smelters, assembly machines, everything. But this led me to the ...
- Sat Nov 07, 2015 3:06 pm
- Forum: Gameplay Help
- Topic: Balancing railway tracks? or fast track & slow track?
- Replies: 6
- Views: 14275
Re: Balancing railway tracks? or fast track & slow track?
i have seen faster trains overtaking slower trains as well, but as far as i know, there is no way of controlling this behaviour. The only thing i could manage to do is to encourage it. I do this with a bigger signal spacing and crossovers at every signal.
If a fast train is getting close to a slow ...
If a fast train is getting close to a slow ...
- Wed Oct 28, 2015 9:21 am
- Forum: Resource Spawner Overhaul
- Topic: Feedback
- Replies: 107
- Views: 49159
Re: Feedback
Are you by any chance playing with Factorio version 0.12.13?
I started a new game with 0.12.12, and all the ressources were spread out nicely. But after i upgraded to 0.12.13, new discovered ressources looked a lot like the ones generated by the basegame. So i assume that the mod breaking LUE ...
I started a new game with 0.12.12, and all the ressources were spread out nicely. But after i upgraded to 0.12.13, new discovered ressources looked a lot like the ones generated by the basegame. So i assume that the mod breaking LUE ...
- Tue Oct 27, 2015 9:26 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 374972
Re: [MOD 0.12.x] Rail Tanker - Liquid transport
Yeah, i'm doomed.
But thanks for your confirmation.
But thanks for your confirmation.
- Tue Oct 27, 2015 8:52 pm
- Forum: Gameplay Help
- Topic: Robots stuck - removing erroneous chest
- Replies: 1
- Views: 5050
Re: Robots stuck - removing erroneous chest
You could either manually harvest all the robots, or place a logistic storage chest to give the robots a place to unload the items.
It sounds like you placed active provider chests in your network. This could be the reason your robots started to behave this way. Your logistic network is always ...
It sounds like you placed active provider chests in your network. This could be the reason your robots started to behave this way. Your logistic network is always ...
- Tue Oct 27, 2015 8:47 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 374972
Re: [MOD 0.12.x] Rail Tanker - Liquid transport
Same problems with not properly connecting pumps. It does not apply to all my loading stations, but for some, and if see this correctly, only after updating factorio to 0.12.13.
I tried to figure out what was causing this, and may have found the reason. I observed this behaviour happening in ...
I tried to figure out what was causing this, and may have found the reason. I observed this behaviour happening in ...