Search found 30 matches

by Spaghettificator
Sun Jan 03, 2021 9:30 pm
Forum: Ideas and Suggestions
Topic: Please make "Enable blueprint library Could Sync" on by default.
Replies: 2
Views: 663

Re: Please make "Enable blueprint library Could Sync" on by default.

I had no such luck. All the save files did sync properly, except the Blueprint's because of this setting. And since I erased the entire computer before installing Windows, it was all gone with no backups available. They should atleast warn the player about this setting since most probably the player...
by Spaghettificator
Sun Jan 03, 2021 3:29 am
Forum: Ideas and Suggestions
Topic: Please make "Enable blueprint library Could Sync" on by default.
Replies: 2
Views: 663

Please make "Enable blueprint library Could Sync" on by default.

Today I just realized I just lost dozens of hours of work making blueprints into my game library, just to disappear out of thin air after reinstalling Windows.
It makes no sense that the Steam Cloud Sync is on by default but not this option.
by Spaghettificator
Tue Sep 22, 2020 7:57 pm
Forum: General discussion
Topic: No alert sound for destroyed train.
Replies: 1
Views: 538

No alert sound for destroyed train.

Is it just me or is somebody else struggling with this? I get no alert sound when a train is attacked and destroyed. Either partially or fully. I have found multiple times train jams somewhere in remote outposts and the culprit is a damaged train that was attacked and i had no idea because they were...
by Spaghettificator
Thu Sep 10, 2020 8:09 pm
Forum: Questions, reviews and ratings
Topic: Mod to force construction robots pull from storage chests.
Replies: 4
Views: 1001

Re: Mod to force construction robots pull from storage chests.

That seems like the logical way. I did make all the construction materials that the factory was not actively using them to be put into active providers and set a logistic limit on the inserter. However, for the developers that felt the need to "dumbfy" oil to cater the less creative player...
by Spaghettificator
Thu Sep 10, 2020 7:38 am
Forum: Questions, reviews and ratings
Topic: Mod to force construction robots pull from storage chests.
Replies: 4
Views: 1001

Re: Mod to force construction robots pull from storage chests.

Hi there! Sorry for late reply. What you shared is for logistic bots. I was referring to construction bots that don't seem to have the same priority scheme has their logistic counterparts. It is clear that when they have their passive provider chest closer to the construction zone than the storage c...
by Spaghettificator
Sun Jul 19, 2020 11:36 am
Forum: Questions, reviews and ratings
Topic: Mod to force construction robots pull from storage chests.
Replies: 4
Views: 1001

Mod to force construction robots pull from storage chests.

Hey guys I'm wondering if there is mod to make the construction robots go fetch the itens from storage chests instead of passive providers that happens to be closer to the construction site. For me, this mechanic of weird prioritization is garbage. The point of storage chests is to keep your recycla...
by Spaghettificator
Tue Jun 16, 2020 8:49 pm
Forum: Not a bug
Topic: Blinking fluid symbols (0.18.32)
Replies: 6
Views: 1436

Re: Blinking fluid symbols (0.18.32)

Before, the icon was static when connected to a certain fluid type, but now they changed to only show the icon if there is fluid in them. It's back to the 0.17 way i think. Honestly i preferred the other way. Like that you don't have to follow the pipe back to see where it is connected if it has no ...
by Spaghettificator
Tue Jun 16, 2020 8:33 pm
Forum: Not a bug
Topic: Blinking fluid symbols (0.18.32)
Replies: 6
Views: 1436

Blinking fluid symbols (0.18.32)

Hello.
I've been enjoying the brand new update with the new beacons.
But this new fluid mechanic has become a bit annoying because when the fluid is just trickling in the pipe, the icon starts blinking. If the setup is huge then i would look like a Christmas tree.
I made this gif that shows the thing.
by Spaghettificator
Sun May 10, 2020 1:45 am
Forum: Gameplay Help
Topic: Stuck at lubricant production
Replies: 13
Views: 2544

Re: Stuck at lubricant production

You can do a simple logic system to automatically crack when the storage tank for the especific fluid is full, and stop cracking when not. I'm not in front of my PC but if i remember correctly, you connect each fluid from the refinery to 2 pumps side by side, both pumps conected to the respective st...
by Spaghettificator
Sun May 10, 2020 1:23 am
Forum: Gameplay Help
Topic: Balance Fluid Train Unloading Station
Replies: 2
Views: 651

Balance Fluid Train Unloading Station

Hello! I'm currently trying to figure out how to evenly discharge a 20 fluid car train carrying oil from really far away and then load them in small 1-2 fluid trains in the main base. My problem is discharging them evenly. My OCD dosen't allow me to just unload them without being even on all cars! S...
by Spaghettificator
Mon Oct 21, 2019 6:26 pm
Forum: Gameplay Help
Topic: Why is it always the farthest artillery turret that fires?
Replies: 2
Views: 862

Why is it always the farthest artillery turret that fires?

Like, i have a way closer artillery turret (outside the minimum range) and it is always the farthest turret, sometimes opposite side of my base that fires, making the ordinance delivery take way longer than it needed to be. Why is that?
by Spaghettificator
Sun Sep 15, 2019 12:14 am
Forum: Gameplay Help
Topic: Why is my decider not working?
Replies: 3
Views: 704

Re: Why is my decider not working?

Ahh, ok. I did not realized what it said on the asterisk description. Just assumed Everything means all signals and their values.
Thank you for the explanation.
by Spaghettificator
Sat Sep 14, 2019 10:35 pm
Forum: Gameplay Help
Topic: Why is my decider not working?
Replies: 3
Views: 704

Why is my decider not working?

Hello fellow engineers. I'm trying to make a smart station for a really far away outpost to deliver building supplies. I'm not a complete noob with logic in this game relating to simple systems, but i can't figure out why is this particular situation not working. So i'm trying to make a decider in t...
by Spaghettificator
Tue Sep 03, 2019 9:10 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 51
Views: 17117

Make artillery wagons have a switch to either turn on or off.

It's very annoying when i stop my artillery train for some reason and the canons start shooting at random nearby enemy bases, calling in a horde of biters to my location. So i think it would be much better if the wagons or the whole train had a button to turn them off when needed.
by Spaghettificator
Tue Jul 23, 2019 8:30 pm
Forum: Gameplay Help
Topic: Train not aligning with train stations correctly.
Replies: 8
Views: 1599

Re: Train not aligning with train stations correctly.

However, doing 2-8 * 10 trains would not suit me because the train would be absurdly long […] While I agree that a train of one hundred vehicles (locos + wagons) is absurdly long, I fail to see how a train of 89 vehicles wouldn't be. Myself, I've only used 1-2 (fluid trains) and 1-3 (solid cargo) t...
by Spaghettificator
Mon Jul 22, 2019 11:53 pm
Forum: Gameplay Help
Topic: Train not aligning with train stations correctly.
Replies: 8
Views: 1599

Re: Train not aligning with train stations correctly.

Thank you for the explanations! Yes, i now notice the diference of sizes between train units. However, doing 2-8 * 10 trains would not suit me because the train would be absurdly long and with unnecessary pulling power, also, the 1-9 would not work also because that would mess me up with the uneven ...
by Spaghettificator
Mon Jul 22, 2019 9:47 pm
Forum: Gameplay Help
Topic: Train not aligning with train stations correctly.
Replies: 8
Views: 1599

Train not aligning with train stations correctly.

Hi there. I am having the worst game breaking thing right now with these weird train lengths mechanics. So, i have a 80+9 ore train that i plan on unloading on 8 stations. To to that, the train will advance every 8 cars so it can unload the remaining behind. But i can't set the stop stations because...
by Spaghettificator
Sat May 11, 2019 10:07 pm
Forum: Gameplay Help
Topic: Anybody has a 12 to 18(or 9) belt balancer?
Replies: 3
Views: 2963

Anybody has a 12 to 18(or 9) belt balancer?

Hi there,
Was wondering if any engineer here could help a brother out and share a layout for a 12 to 18 balancer? Or a 12 to 9? Was looking to evenly unload 3 train stations, each with four wagons across 18 lanes of smelters (or 9 counting them as arrays instead of the smelter row).
Thank you!
by Spaghettificator
Mon May 06, 2019 9:21 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.36] Factorio new campaign. What to do?
Replies: 5
Views: 1087

Re: Factorio new campaign. What to do?

wheybags wrote: ↑
Mon May 06, 2019 8:36 am
Could you post your save file please?
Here it is. I only have these 4 auto saves:
by Spaghettificator
Sun May 05, 2019 11:56 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.36] Factorio new campaign. What to do?
Replies: 5
Views: 1087

[Bilka] [0.17.36] Factorio new campaign. What to do?

Hi there. I was trying out the new campaign and the start up message said the devs would welcome insight of it, so here it is. Been playing it until the part where the computer on wheels tells me, while hilariously running around in panic like a exited dog, to evacuate before the natives comes. But ...

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