Came to the same conclusion as the others in this post.
Wanted to create a smart Mall, and got stuck at the point where i wanted to allocate the amount of crafters, since it makes no sense to allocate the same amount for T3 Modules/T1 Belts, based on the amount, there needs to be a way to get the ...
Search found 3 matches
- Thu Nov 07, 2024 5:06 pm
- Forum: Ideas and Suggestions
- Topic: Ability to read recipe craft time from crafting machines
- Replies: 4
- Views: 977
- Wed Apr 06, 2022 6:45 am
- Forum: Implemented Suggestions
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 9196
Re: Fix Landfill Blueprinting
Fix for this has already been suggested, so a quick tldr/bump:
1.) Make Shift+Place Blueprint add landfill underneath everything in water.
2.) Enable Placing Ghosts on top of Landfill Ghosts.
3.) Make a difference between Tile and Terrain, so you can blueprint path AND landfill.
1.) Make Shift+Place Blueprint add landfill underneath everything in water.
2.) Enable Placing Ghosts on top of Landfill Ghosts.
3.) Make a difference between Tile and Terrain, so you can blueprint path AND landfill.
- Wed Apr 06, 2022 3:37 am
- Forum: Implemented Suggestions
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 9196
Blueprint interaction with Landfill.
When using BP there are different scenarios when placing on Land:
1.) Only Building: Works as expected. (Placed with a single use)
2.) Only Path: Works as expected. (Placed with a single use)
3.) Building + Path: Works as expected. (Both placed with a single use)
So far so good, but when you try to ...
1.) Only Building: Works as expected. (Placed with a single use)
2.) Only Path: Works as expected. (Placed with a single use)
3.) Building + Path: Works as expected. (Both placed with a single use)
So far so good, but when you try to ...