
Search found 11 matches
- Sun Nov 13, 2022 12:44 am
- Forum: Not a bug
- Topic: [1.1.70] (not a bug) Construction robots seizure
- Replies: 2
- Views: 905
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.

- Sun Nov 13, 2022 12:36 am
- Forum: Not a bug
- Topic: [1.1.70] (not a bug) Construction robots seizure
- Replies: 2
- Views: 905
[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 ...
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 ...
- 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: 4634
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 ...
- 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: 4634
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 ...
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 ...
- Mon Jan 25, 2021 9:30 pm
- Forum: Releases
- Topic: Version 1.1.18
- Replies: 2
- Views: 9659
Re: Version 1.1.18
Wow. That was incredibly fast. Bless you, Wube
- 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: 6558
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 ...
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 ...
- Wed Jan 20, 2021 7:09 pm
- Forum: Implemented mod requests
- Topic: Linked pipes
- Replies: 16
- Views: 7303
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 ...
- Mon Jan 18, 2021 11:05 pm
- Forum: Implemented mod requests
- Topic: Linked pipes
- Replies: 16
- Views: 7303
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 ...
EDIT: I tried to delete this ...
- Sun Jan 17, 2021 5:41 pm
- Forum: Implemented mod requests
- Topic: Linked pipes
- Replies: 16
- Views: 7303
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 ...
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 ...
- Sun Jan 17, 2021 3:40 pm
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 50
- Views: 24737
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 things ...
- Thu Jan 14, 2021 11:11 pm
- Forum: Railway Setups
- Topic: No wires! (no rails)
- Replies: 1
- Views: 2764
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)