Search found 11 matches

by Purpzie
Sun Nov 13, 2022 12:44 am
Forum: Not a bug
Topic: [1.1.70] (not a bug) Construction robots seizure
Replies: 2
Views: 619

Re: [1.1.70] Construction robots seizure

Apologies for the false report then. :( I usually have biters turned off, so I wasn't aware construction robots could repair each other.
by Purpzie
Sun Nov 13, 2022 12:36 am
Forum: Not a bug
Topic: [1.1.70] (not a bug) Construction robots seizure
Replies: 2
Views: 619

[1.1.70] (not a bug) Construction robots seizure

2 construction robots got stuck... dancing? while I was testing wall layouts. https://forums.factorio.com/download/file.php?mode=view&id=76049 It's not a big problem, since they eventually get unstuck, but it's weird enough that I'm reporting it. I failed to find any previous reports of this, bu...
by Purpzie
Fri Apr 08, 2022 7:27 pm
Forum: Ideas and Suggestions
Topic: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
Replies: 15
Views: 3184

Re: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping

Considering the complexity of inserters and how often they're in blueprints, it doesn't seem like a good idea to have an algorithm decide. With a checkbox, anyone who uses the blueprint can simply un-check it if they want to. I could be wrong though, maybe an algorithm to do this is indeed possible ...
by Purpzie
Thu Feb 17, 2022 6:04 pm
Forum: Ideas and Suggestions
Topic: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
Replies: 15
Views: 3184

Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping

TL;DR You can flip most blueprints. Some designs still break when flipped, so let the blueprint author decide whether it can be flipped. What ? Add an "Allow flipping" checkbox in blueprint settings, on by default. It can be greyed out when the game doesn't let you flip it at all. Why ? I...
by Purpzie
Mon Jan 25, 2021 9:30 pm
Forum: Releases
Topic: Version 1.1.18
Replies: 2
Views: 9191

Re: Version 1.1.18

Wow. That was incredibly fast. Bless you, Wube
by Purpzie
Wed Jan 20, 2021 9:50 pm
Forum: Questions, reviews and ratings
Topic: Best mods that don't affect vanilla too much?
Replies: 9
Views: 3992

Best mods that don't affect vanilla too much?

Hello! I'm the kind of person that likes to stay as close to vanilla as possible, but of course some mods are just too good to ignore. My current mod list is full of mostly small additions that don't change the base game a lot, but are still worthwhile or essential to have imo. Are there any more mo...
by Purpzie
Wed Jan 20, 2021 7:09 pm
Forum: Implemented for 2.0
Topic: Linked pipes
Replies: 16
Views: 5194

Re: Linked pipes

No, it’s much easier, you need to say: “please webmaster, move it to ...” ...and it will be moved like magic from suggestions to to modding interface requests... :D Dear Webmaster: Why did you move it instead of merging the two threads? Yes, I'm curious about that too. It's initially why I was tryi...
by Purpzie
Mon Jan 18, 2021 11:05 pm
Forum: Implemented for 2.0
Topic: Linked pipes
Replies: 16
Views: 5194

Re: Linked pipes

Oh, it's an interface request? Does that mean I shouldn't have made this thread? I did search to check if a suggestion like this already existed, but forgot to make the search include results from that section. I'm quite new to participating on the forum, apologies. EDIT: I tried to delete this thre...
by Purpzie
Sun Jan 17, 2021 5:41 pm
Forum: Implemented for 2.0
Topic: Linked pipes
Replies: 16
Views: 5194

Linked pipes

TL;DR We've got linked chests and linked belts, so naturally, linked pipes would be a great addition. What ? There really isn't much to explain. Its graphic could be the end of an underground pipe. If it's even possible, maybe it could contribute nothing to the length of the pipe (similar to how un...
by Purpzie
Sun Jan 17, 2021 3:40 pm
Forum: General discussion
Topic: Is using other people’s blueprints cheating?
Replies: 50
Views: 19386

Re: Is using other people’s blueprints cheating?

Imo, it depends. Most of the time, it isn't cheating (especially with things such as belt balancers), but it could be if it's a very large & complex blueprint. Sometimes what I do is throw the blueprint down in a blank world, investigate how it works, rebuild it from scratch (maybe tweak some th...
by Purpzie
Thu Jan 14, 2021 11:11 pm
Forum: Railway Setups
Topic: No wires! (no rails)
Replies: 1
Views: 2488

Re: No wires! (no rails)

It seems like you don't need the second stop named "1", nor the rail signal, it still works without those (at least for me)

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