Spidertron has a mode where it automatically targets enemies.
However trees are enemies but it can't automatically target trees.
If spidertrons could automatically target trees then spidertrons filled with explosive rockets would be a really cool way to clear out trees.
Search found 14 matches
- Sun Dec 26, 2021 9:35 pm
- Forum: Ideas and Suggestions
- Topic: Make it so spidertron can autotarget trees
- Replies: 3
- Views: 1341
- Sun Dec 26, 2021 5:19 am
- Forum: Ideas and Suggestions
- Topic: Now that flipping exists in the game, how hard would it be to program oil refineries so they could be flipped?
- Replies: 2
- Views: 842
Now that flipping exists in the game, how hard would it be to program oil refineries so they could be flipped?
That would be pretty rad if you could fip oil refineries and chemical plants. There's probably something in the code that makes it difficult to do. But if that could be cleaned up it would be a nice quality of life feature.
- Sat Jan 23, 2021 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.14] Manually placing train wagon on ghost does not keep filter
- Replies: 2
- Views: 2259
[kovarex] [1.1.14] Manually placing train wagon on ghost does not keep filter
For most items, if you place a blueprint that includes the item, then build the item as part of a blueprint, then the item you place will inherit the properties from the blueprint. This is especially noticeable with splitters that have custom filters. However if you place a blueprint that has train ...
- Tue Mar 26, 2019 2:22 am
- Forum: Won't fix.
- Topic: Tech tree search is very unintuitive feeling
- Replies: 2
- Views: 1207
Tech tree search is very unintuitive feeling
The highlighted area looks like you can click it to search but you can't. https://s3-us-west-2.amazonaws.com/pauldejean/techbug1.png Instead you need to click the small spyglass icon. Then a place to type the search pops up: https://s3-us-west-2.amazonaws.com/pauldejean/techbug2.png It would be way ...
- Tue Mar 19, 2019 2:18 am
- Forum: Won't fix.
- Topic: [Dominik][0.17.14] continuous desyncs when putting two water pumps into a pair of tanks?
- Replies: 10
- Views: 2653
Re: [Dominik][0.17.14] continuous desyncs when putting two water pumps into a pair of tanks?
Thank you for the nice detailed report. Unfortunately I am not able to find the cause of the desync, nor to get it when I load your save. It looks like something got wrong but it got fixed by the save/load or by something that we have in our current version, but I rather do not believe that. So unf...
- Sun Mar 17, 2019 5:42 am
- Forum: Won't fix.
- Topic: [Dominik][0.17.14] continuous desyncs when putting two water pumps into a pair of tanks?
- Replies: 10
- Views: 2653
[Dominik][0.17.14] continuous desyncs when putting two water pumps into a pair of tanks?
In a two player game with my brother, immediately after building this water setup I was desynced. I kept being desyched after logging back in. When he removed this setup and replaced it with a simple water pump, the desyncs stopped. Here's a screenshot of the setup: https://steamcommunity.com/id/pau...
- Fri May 06, 2016 5:43 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 23832
Re: Overpowered strategies
Victory poles are the only thing I think is overpowered.
- Fri May 06, 2016 5:09 pm
- Forum: Implemented Suggestions
- Topic: Allow people to configure the stack size of a rapid inserter
- Replies: 3
- Views: 1911
Allow people to configure the stack size of a rapid inserter
http://www.factorio.com/blog/post/fff-137 Basically as stated, you end up in this trap where certain parts of your factory can get "worse" because of research you did. I don't think this is good design. To counteract this, when you click you a rapid inserter you should be able to set its s...
- Tue May 03, 2016 2:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.32] Combinator data entry
- Replies: 3
- Views: 3098
- Sat Apr 23, 2016 8:20 am
- Forum: General discussion
- Topic: The upcoming "circuit network connector" and train stops
- Replies: 2
- Views: 1434
Re: The upcoming "circuit network connector" and train stops
Ahh, they might want to update the original post, so that there isn't any lingering confusion.
- Sat Apr 23, 2016 7:44 am
- Forum: General discussion
- Topic: The upcoming "circuit network connector" and train stops
- Replies: 2
- Views: 1434
The upcoming "circuit network connector" and train stops
Will smart inserters need a circuit network connector? Or can they be wired to the circuit network directly? If they need a connector, then it becomes impossible to have a row of smart inserters. For a smart train stop you basically need a row of smart inserters. So does this mean that smart train s...
- Tue Apr 19, 2016 6:06 am
- Forum: Not a bug
- Topic: Water is generated last, overwriting essential resources
- Replies: 8
- Views: 3733
Re: Water is generated last, overwriting essential resources
I don't understand.
Surely map generation allowing for "unplayable" maps is a bug...
Surely map generation allowing for "unplayable" maps is a bug...
- Wed Apr 13, 2016 8:34 pm
- Forum: Not a bug
- Topic: Water is generated last, overwriting essential resources
- Replies: 8
- Views: 3733
Re: Water is generated last, overwriting essential resources
Water overwriting resources, resources not being place-able because water is in the way. Either way the result is the same. Resources not being placeable because water is in the way? That doesn't make sense. Resources should only be distributed among "valid tiles." Of course you can't pla...
- Wed Apr 13, 2016 8:12 pm
- Forum: Not a bug
- Topic: Water is generated last, overwriting essential resources
- Replies: 8
- Views: 3733
Water is generated last, overwriting essential resources
Because of this, it's possible to get a start without copper or some other essential resource, if you end up starting with a lot of nearby water.
An example is attached.
A solution would be to generate water before placing resources, rather than after.
An example is attached.
A solution would be to generate water before placing resources, rather than after.