Search found 39 matches

by ccik
Thu Sep 15, 2016 7:17 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Late Game Rocket Planning Spreadsheet
Replies: 10
Views: 5648

Re: Late Game Rocket Planning Spreadsheet

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 figu...
by ccik
Thu Sep 15, 2016 6:42 pm
Forum: Resolved Problems and Bugs
Topic: *[0.14.6] Research screen frozen.
Replies: 14
Views: 2983

*[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 happens ...
by ccik
Mon Jul 18, 2016 7:55 am
Forum: General discussion
Topic: Is loop based train design totally broken?
Replies: 21
Views: 14304

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 stati...
by ccik
Tue Dec 29, 2015 12:45 pm
Forum: General discussion
Topic: About the endgame - kinda frustrating today
Replies: 45
Views: 39437

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 i do ...
by ccik
Tue Dec 22, 2015 10:02 am
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 19303

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 close...
by ccik
Sun Dec 20, 2015 10:24 am
Forum: Gameplay Help
Topic: why separate refuel stations
Replies: 1
Views: 5501

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, and...
by ccik
Sun Dec 20, 2015 8:53 am
Forum: Railway Setups
Topic: Railway Turn
Replies: 6
Views: 21329

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 statio...
by ccik
Mon Nov 23, 2015 4:12 pm
Forum: Gameplay Help
Topic: First Mods + other questions
Replies: 10
Views: 15533

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.facto...
by ccik
Mon Nov 23, 2015 4:05 pm
Forum: Gameplay Help
Topic: Long distance travel ... not a stright line?
Replies: 3
Views: 6247

Re: Long distance travel ... not a stright line?

Did you drive over any conveyor belt? If so, that's why the tank shifted.
by ccik
Sat Nov 21, 2015 11:06 am
Forum: Gameplay Help
Topic: First Mods + other questions
Replies: 10
Views: 15533

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, ...
by ccik
Fri Nov 20, 2015 3:14 pm
Forum: Gameplay Help
Topic: First Mods + other questions
Replies: 10
Views: 15533

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 sup...
by ccik
Mon Nov 16, 2015 11:48 am
Forum: Show your Creations
Topic: Tutorial:Controlling oil reserves with pumps
Replies: 14
Views: 30602

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 li...
by ccik
Fri Nov 13, 2015 6:40 pm
Forum: News
Topic: Friday Facts #112 - Better noise
Replies: 63
Views: 31124

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 0.12....
by ccik
Sun Nov 08, 2015 11:00 am
Forum: Ideas and Suggestions
Topic: Smart inserters react to blueprint construction
Replies: 1
Views: 4312

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 followin...
by ccik
Sat Nov 07, 2015 3:06 pm
Forum: Gameplay Help
Topic: Balancing railway tracks? or fast track & slow track?
Replies: 6
Views: 11490

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 o...
by ccik
Wed Oct 28, 2015 9:21 am
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 22785

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 deseri...
by ccik
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: 249567

Re: [MOD 0.12.x] Rail Tanker - Liquid transport

Yeah, i'm doomed.

But thanks for your confirmation.
by ccik
Tue Oct 27, 2015 8:52 pm
Forum: Gameplay Help
Topic: Robots stuck - removing erroneous chest
Replies: 1
Views: 3831

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 tryin...
by ccik
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: 249567

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 differe...

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