There are mods that let you create water, it's not possible in the standard game. (Mainly because creating indestructible walls is kinda cheesy.)
Also you'd have to make sure your moat, be it natural or otherwise, was wider than spitting distance.
Search found 224 matches
- Tue Jan 16, 2018 2:45 am
- Forum: General discussion
- Topic: Alien pollution absorber
- Replies: 2
- Views: 1789
- Mon Jan 15, 2018 10:57 pm
- Forum: General discussion
- Topic: Legacy Train Station Names
- Replies: 5
- Views: 2865
Re: Legacy Train Station Names
Personally I would prefer it only be used for things that can also be named manually (so pretty much just train stops, currently). It kind of makes sense in that case, they need some kind of default name, and these are as good as any. I've never seen one I recognized, but some of them are kind of am...
- Mon Jan 15, 2018 10:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.16] Control can be "Shift+Not set"
- Replies: 1
- Views: 1939
[0.16.16] Control can be "Shift+Not set"
ShiftNotSet.jpg As you can see these are mod-related controls, unsure if it can happen with the vanilla ones. Anyway, what happened is I right-clicked some of the commands to unset them, because I didn't plan on using them and didn't want to activate them by mistake or worry about conflicts. Initia...
- Mon Jan 15, 2018 6:07 am
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 33120
Re: Mining Outpost, how do you make them?
In my last game, the first one where I seriously got into trains, I made a set of blueprints with two rails and large electric poles in between them. So that way I can do the rails and more or less power takes care of itself. Plus high power lines along railroad tracks are a common sight IRL, so it ...
- Mon Jan 15, 2018 5:24 am
- Forum: Ideas and Suggestions
- Topic: Returning Auto Trash to main inventory
- Replies: 8
- Views: 3101
Re: Returning Auto Trash to main inventory
That's a good point. I'm not saying you what you suggest is a bad idea, I'm just a little leery of the game making assumptions about what I want. For example, I might set an auto-trash limit of 50 for coal. This means "if I'm carrying more than 50 coal I don't want it", it doesn't necessar...
- Sun Jan 14, 2018 7:58 am
- Forum: Ideas and Suggestions
- Topic: Rework Reactor Neighbor Bonus to Promote Interesting Layouts
- Replies: 3
- Views: 2251
Re: Rework Reactor Neighbor Bonus to Promote Interesting Layouts
This seems like a good idea. What we have now really is kinda boring. I also feel that the current neighbor bonus (100%) is a little too strong. The fact that building your second reactor quadruples your power is kind of a shock! Taking non-immediate neighbors into account might help make that ramp ...
- Sat Jan 13, 2018 6:15 pm
- Forum: Ideas and Suggestions
- Topic: Shouldn't unmerging a belt be as simple as merging it?
- Replies: 36
- Views: 13999
Re: Shouldn't unmerging a belt be as simple as merging it?
Do any mods add something like this? It seems like such a simple thing, I'm just wondering if maybe there's some reason it's harder to implement than it sounds.
- Sat Jan 13, 2018 5:38 pm
- Forum: Duplicates
- Topic: [16.16]Blueprint shows incorrect fluid connection on factory
- Replies: 3
- Views: 1328
Re: [16.16]Blueprint shows incorrect fluid connection on factory
This has been mentioned before, and unfortunately they didn't think it was worth fixing for some reason. Perhaps now that the game is entering more of a polishing stage they're reconsider. I know it's not a very big deal, it's just one of those things that's so clearly wrong that it really should to...
- Sat Jan 13, 2018 2:35 am
- Forum: Not a bug
- Topic: [16.16] ctrl+right-click works oddly with non-stacking items
- Replies: 2
- Views: 1131
Re: [16.16] ctrl+right-click works oddly with non-stacking items
The rule is, it will transfer half of every stack (of one type if clicked on specifically), rounded down but at least one item, I don't see any of your examples breaking that. So basically ctrl+right-clicking just automates shift+right-clicking every stack? Huh. I guess that does explain the behavi...
- Sat Jan 13, 2018 1:17 am
- Forum: Not a bug
- Topic: [16.16] ctrl+right-click works oddly with non-stacking items
- Replies: 2
- Views: 1131
[16.16] ctrl+right-click works oddly with non-stacking items
Normally ctrl+right-click means transfer half. But it does unexpected things when the items involved don't stack (e.g. artillery shells or nuclear fuel). Note that this normally doesn't have anything to do with stack size (that would be shift+right-click), so I don't see why it should be different. ...
- Wed Jan 10, 2018 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Give pumpjacks mining range!
- Replies: 18
- Views: 4659
Re: Give pumpjacks mining range!
It would probably require some changes to the mechanics, but actually that makes alot of sense. Having very specific places wells have to be build is kind of weird.
- Wed Jan 10, 2018 5:17 am
- Forum: Ideas and Suggestions
- Topic: Returning Auto Trash to main inventory
- Replies: 8
- Views: 3101
Re: Returning Auto Trash to main inventory
Maybe a better solution would be to "spend" items from the trash slots first. For example when bots take items for blueprints or when your cursor or hot bar automatically "refills", it would take them from the trash slots preferentially.
- Wed Jan 10, 2018 12:24 am
- Forum: Gameplay Help
- Topic: Can anyone figure out what this bot's problem is?
- Replies: 5
- Views: 8351
Re: Can anyone figure out what this bot's problem is?
You do not show that there is enough storage available. PlentyOfSpace.jpg But I guess it doesn't matter now. I still don't really understand what happened but after a while the bot "woke up", perhaps pressed into action by low batteries. And then it started flying off south-west. So best ...
- Tue Jan 09, 2018 11:49 pm
- Forum: Gameplay Help
- Topic: Can anyone figure out what this bot's problem is?
- Replies: 5
- Views: 8351
Can anyone figure out what this bot's problem is?
StuckBot.jpg Highlighted: Construction Bot holding a Laser Turret. Storage Chest with plenty of space. "Insufficient logistic network storage space" warning. I'm still kind of a noob, so I don't want to jump the gun on reporting a bug, but I can't figure out what's going on here. This is ...
- Tue Jan 09, 2018 8:19 am
- Forum: Ideas and Suggestions
- Topic: Allow using same key for blueprint book and tile build size
- Replies: 3
- Views: 919
Re: Allow using same key for blueprint book and tile build size
In the controls, you can rebind the blueprint next previous keys, and the landfill size keys. Are you saying that the game won't let you set them to the same key, or that it doesn't work properly if you set them up to use the same key? It will let you set it that way, but the tile (or fill) size co...
- Tue Jan 09, 2018 6:09 am
- Forum: Ideas and Suggestions
- Topic: Allow using same key for blueprint book and tile build size
- Replies: 3
- Views: 919
Allow using same key for blueprint book and tile build size
TL;DR Please add support for using the same keys for blueprint book next/previous and smaller/larger tile build size. What ? Since one only applies when you're holding a blueprint, and the other when you're holding a tile, there is no practical conflict, but if you try binding both sets to the same...
- Mon Jan 08, 2018 10:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.7] Wall-Water junction not always impassable
- Replies: 3
- Views: 1391
Re: [0.16.7] Wall-Water junction not always impassable
OK, after rechecking, it looks like this situation is actually this:
However I also see the situation has improved somewhat since the version I reported this for. It's still possible get through sometimes with enough wiggling though.- Mon Jan 08, 2018 6:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.15] Walking on edge of water may be silent
- Replies: 1
- Views: 2061
[Rseding91] [16.15] Walking on edge of water may be silent
Since version 0.16 I've notice that when walking along a shoreline, footstep sounds sometimes stop playing briefly. The surest way demonstrate this is to walk in a cardinal direction against a diagonal section of coastline.
- Sun Jan 07, 2018 10:34 pm
- Forum: Not a bug
- Topic: Logistics Trash Slots - CTRL or SHIFT (left/right) Click
- Replies: 2
- Views: 950
Re: Logistics Trash Slots - CTRL or SHIFT (left/right) Click
Yes, I think the logic is that directly usable things like rails go to your quickbar instead. That said I do find the inconsistency a little annoying. Perhaps when they revamp the quickbar to be not an actual container this will change.
- Sat Jan 06, 2018 6:10 pm
- Forum: Ideas and Suggestions
- Topic: Support for 5-button mice
- Replies: 6
- Views: 1708
Re: Support for 5-button mice
Well dang, I'm having all the bad luck. I guess it's just my computer. Never mind then.