Search found 166 matches
- Fri Jun 07, 2019 6:28 pm
- Forum: Gameplay Help
- Topic: How do I (or can I) blueprint a tank?
- Replies: 5
- Views: 1378
Re: How do I (or can I) blueprint a tank?
i cant see a case where there is a benefit to using tanks over chests. Tanks take several tiles. So you can insert several items into them and group assemblers around them that all insert and extract from the same tank. That makes really small setups possible that you can't do with 1x1 chests. The ...
- Fri Jun 07, 2019 6:26 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 52511
Re: Friday Facts #297 - New resource icons
Is there any specific plan to address the unstable Z order issues, which became even more prominent after increasing the belt density? As nice as it looks on a straight piece, in corners, or on tiles adjacent to corners, you quickly notice the order shifting. With now randomized variations, you are...
- Fri Jun 07, 2019 6:15 pm
- Forum: Gameplay Help
- Topic: How do I (or can I) blueprint a tank?
- Replies: 5
- Views: 1378
Re: How do I (or can I) blueprint a tank?
The only vehicles that are blueprintable are trains. And it's on purpose to discourage using tanks as "big chests" and abuse their hitboxes. You can copy settings from one tank to another like any other entity though. So just have one tank somewhere that you don't use and just sits there ...
- Fri Jun 07, 2019 5:50 pm
- Forum: Gameplay Help
- Topic: How do I (or can I) blueprint a tank?
- Replies: 5
- Views: 1378
How do I (or can I) blueprint a tank?
Hello to the great and good of the Factorio forum. I want to create a blueprint that contains a tank, is this possible? I ask as I want a refuelling and rearming station where I can leave my tank while I work on my base. To avoid the tank filling with all fuel or all ammo, I have designated the slot...
- Fri Jun 07, 2019 5:06 pm
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 28065
Re: Question - Is Inserter item drop position intuitive?
Some great posts on this thread ..... I would say that the simple fact that there have been multiple posts discussing the different situations is conclusive proof that many do not find the inserter drop position to be 'intuitive'. I expect that many beginners will (as I did oh so many game hours ago...
- Fri Jun 07, 2019 6:11 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 513041
Re: Simple Questions and Short Answers
Question;
How can I find out how many robots are waiting for recharge? I would like to be able to check on this to determine if I need to place more robotports, but I cannot find a way to do it without coming across a robotport with a circle of robots.
Many thanks in anticipation.
How can I find out how many robots are waiting for recharge? I would like to be able to check on this to determine if I need to place more robotports, but I cannot find a way to do it without coming across a robotport with a circle of robots.
Many thanks in anticipation.
- Thu Jun 06, 2019 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Always capture trainstop names in blueprints
- Replies: 22
- Views: 7532
Re: Always capture trainstop names in blueprints
I have fallen over this issue again!!! Perhaps we should also have an option for 'overwrite existing station names'. When you drop a blueprint on a previously built blueprint (to update the assemblers with the now-available tech), the station names are overwritten - not ideal in most cases. - Make ...
- Wed Jun 05, 2019 3:23 pm
- Forum: Not a bug
- Topic: 0.17.44 (pre-existing issue) - Bug - train carriages from blueprint in invalid positions
- Replies: 5
- Views: 1299
Re: 0.17.44 (pre-existing issue) - Bug - train carriages from blueprint in invalid positions
I agree that this bug would be a low priority as it doesn't stop the game, it is merely an annoyance (wasted bots, graphically unsightly and generally unsatisfying) and, I suspect, a case that does not occur often. Perhaps a task if the blueprint validation is updated at some point.
- Wed Jun 05, 2019 8:30 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 28065
Re: Question - Is Inserter item drop position intuitive?
Would it be better for the inserter to drop in the same place regardless of the belt, or should it continue to adjust to try and be consistently dropping on the right side of the belt (from the belts perspective)? I think so. But maybe not for splitters or Q & R would get different behaviour (o...
- Tue Jun 04, 2019 8:18 pm
- Forum: Ideas and Suggestions
- Topic: Always capture trainstop names in blueprints
- Replies: 22
- Views: 7532
Re: Always capture trainstop names in blueprints
I have fallen over this issue again!!!
Perhaps we should also have an option for 'overwrite existing station names'. When you drop a blueprint on a previously built blueprint (to update the assemblers with the now-available tech), the station names are overwritten - not ideal in most cases.
Perhaps we should also have an option for 'overwrite existing station names'. When you drop a blueprint on a previously built blueprint (to update the assemblers with the now-available tech), the station names are overwritten - not ideal in most cases.
- Tue Jun 04, 2019 8:13 pm
- Forum: Not a bug
- Topic: 0.17.44 (pre-existing issue) - Bug - train carriages from blueprint in invalid positions
- Replies: 5
- Views: 1299
Re: 0.17.44 (pre-existing issue) - Bug - train carriages from blueprint in invalid positions
The blueprint contains rails where the map has belt - this means the rails cannot be built so the system knows not to place a ghost. The blueprint contains carriages where there is belt and therefore no rail - this system should behave as it does for other items that cannot be placed - it should not...
- Tue Jun 04, 2019 6:00 am
- Forum: Ideas and Suggestions
- Topic: Always capture trainstop names in blueprints
- Replies: 22
- Views: 7532
Re: Always capture trainstop names in blueprints
Yes please ...... It is a real frustration!
- Tue Jun 04, 2019 12:08 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 28065
Re: Question - Is Inserter item drop position intuitive?
Thanks to the posters ... I have improved my understanding .... but I still have a question! placements.png From the examples, I can see that my view of understanding the placement based on the inserter was only partially correct. The placement is ALWAYS on the opposite half of the game tile from th...
- Mon Jun 03, 2019 1:48 pm
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 28065
Re: Question - Is Inserter item drop position intuitive?
I could be wrong, can’t hop into the game to double check right now, but I believe the inserters have a consistant behavior of dropping to the furthest left quadrant. I believe if you were to reverse that third example so the bottom inserter had the straight and the upper the curve, you should be a...
- Mon Jun 03, 2019 1:36 pm
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 28065
Question - Is Inserter item drop position intuitive?
Hi all, TL;DR Should the the item drop position when dropping onto a curved belt be as shown in the wiki (and in the game) or should the drop position be consistently the farthest right quadrant? https://wiki.factorio.com/Inserters What? It is one of those oddities that I have simply accepted up to ...
- Mon Jun 03, 2019 12:20 pm
- Forum: Ideas and Suggestions
- Topic: Multi-window / multi-monitor gaming
- Replies: 8
- Views: 3758
Re: Multi-window / multi-monitor gaming
Thanks ... and I agree!!
Being able to make use of whatever desktop real-estate you have, to display the game in the most efficient way for you ... ahhh bliss!!
- Sat Jun 01, 2019 4:27 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 52511
Re: Friday Facts #297 - New resource icons
I really like the random resource icons. I think an option to disable the random look could also be a good idea. I think it should be easy to remove by a mod. would it be possible to add a option into settings that switch to old style? i get a headache watching the new ores. and with the new ores t...
- Sat Jun 01, 2019 7:34 am
- Forum: Ideas and Suggestions
- Topic: Default Train waiting condition for the new temporary Station
- Replies: 26
- Views: 6876
Re: Default Train waiting condition for the new temporary Station
Would a train automatic/manual hotkey be a better solution?
- Sat Jun 01, 2019 4:05 am
- Forum: Ideas and Suggestions
- Topic: Multi-window / multi-monitor gaming
- Replies: 8
- Views: 3758
Multi-window / multi-monitor gaming
TL;DR Allow all GUIs, map view and any other factorio internal windows (train view...) to be 'detachable' into separate o/s windows. What I would like the option for all guis (map mode, power window, player inventory .... ) to be detachable into a separate o/s window that can be arranged on the cur...
- Fri May 31, 2019 11:50 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 52511
Re: Friday Facts #297 - New resource icons
I'm liking the new ores .... makes me think that it would be cool to have an 'ore belt' and a 'finished product' belt .... that way we could justify a really nice real-world style ore belt with some ores being slurry and some dry ... hhmmm - yellow cake! https://st4.depositphotos.com/1519281/19926/v...