Search found 4 matches
- Fri Jan 12, 2018 11:37 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 425232
Re: Friday Facts #225 - Bots versus belts (part 2)
Im sorry when i miss something similar, but my idea is based on something, for what i do not know an other word for then "hitbox". As for an example: Trains have a hitbox, so they cant pass each other when they are on the same rail. Nothing new so far, but what if robots would get a hitbo...
- Fri Jan 12, 2018 10:02 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 425232
Re: Friday Facts #225 - Bots versus belts (part 2)
Im sorry when i miss something similar, but my idea is based on something, for what i do not know an other word for then "hitbox". As for an example: Trains have a hitbox, so they cant pass each other when they are on the same rail. Nothing new so far, but what if robots would get a hitbox...
- Thu Dec 21, 2017 11:22 pm
- Forum: Not a bug
- Topic: [0.15.37] Placing disconnected Power Poles via Blueprint
- Replies: 3
- Views: 1344
Re: [0.15.37] Placing disconnected Power Poles via Blueprint
i dont understand... in my example i have an smelter array, witch wenn no movement on the belt is deactivaded. When i blueprint copy it and place this blueprint in an repetitive way it looses its ability to deactivate. I cant place the arrays further apart, so that wooden poles wouldnt autoconnect b...
- Thu Dec 21, 2017 10:11 pm
- Forum: Not a bug
- Topic: [0.15.37] Placing disconnected Power Poles via Blueprint
- Replies: 3
- Views: 1344
[0.15.37] Placing disconnected Power Poles via Blueprint
Hello, theres allready a Toppic in the Ideas and Suggestions ( https://forums.factorio.com/viewtopic.php?f=71&t=46624&p=325766&hilit=Power+pole+blueprint#p325766 ) but for me: When i cant exactly reproduce what i coppied with a blueprint, i see a Bug. Therefore please Fix that the Bluepr...