Yes, I've noticed this too, with a blueprint that chains turrets and inserters. There's a power pole squarely in the middle, and if I shift-click when I start to place them, the power pole loses all its connections.
Of course, I can avoid that by clicking, dragging, and then holding shift, but it'd ...
Search found 847 matches
- Wed Nov 04, 2020 5:10 pm
- Forum: Implemented Suggestions
- Topic: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
- Replies: 7
- Views: 4042
- Fri Oct 30, 2020 12:05 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 122085
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
This is very cool. I finally made my first Spidertron a few days ago...quickly followed by my second, third, fourth, and fifth. I had already noted that it might be fun to use them as builders...except it was a hassle to keep trying to figure out what to load them up with.
Now I can have a track ...
Now I can have a track ...
- Thu Oct 29, 2020 3:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Turrets attacking targets they can't attack
- Replies: 8
- Views: 6943
Re: Turrets attacking targets they can't attack
Are you sure it's locked to that target? When you place other burning targets, it doesn't switch? It makes sense that it would aim at a nearby target even if it's not quite close enough to hit yet.
- Tue Oct 20, 2020 2:22 pm
- Forum: General discussion
- Topic: How much megabase?
- Replies: 8
- Views: 5047
Re: How much megabase?
The pc can handle as much as you like, it just gets slower. Some people play with 30, 15 or lower UPS instead of the usual 60 UPS.
On the other hand, you also can create UPS friendly builds, which let you build higher SPM for same CPU usage.
I guess I should rephrase my question. How much can ...
- Tue Oct 20, 2020 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 14984
Re: Biters using themselves as landfill
I find the idea intriguing, but here's a question: What would prevent the biters from eventually filling up every single body of water on the map, except possibly the ones within your walls?
If you shoot a biter it eventually decays. The biter landfill could eventually decay perhaps after ...
- Tue Oct 20, 2020 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 14984
Re: Biters using themselves as landfill
I find the idea intriguing, but here's a question: What would prevent the biters from eventually filling up every single body of water on the map, except possibly the ones within your walls?
- Tue Oct 20, 2020 11:53 am
- Forum: Balancing
- Topic: Spidertrons need to be damaged by explosions
- Replies: 22
- Views: 15040
Re: Spidertrons need to be damaged by explosions
What is wrong with the word "trigger" or the phrase "set off"?Goose wrote: Sun Aug 23, 2020 9:32 pm Along with this, spidertrons can't actually proc enemy landmines or be damaged by shotgun shells.
- Mon Sep 14, 2020 10:19 am
- Forum: General discussion
- Topic: Rant about universal strategies (main busses)
- Replies: 33
- Views: 26194
- Fri Sep 11, 2020 6:26 pm
- Forum: Gameplay Help
- Topic: i need a storager bigger
- Replies: 3
- Views: 1390
Re: i need a storager bigger
i need a storager bigger (or an <arrays> of chests to store large amounts of resources and be able to distribute them. i ask someone to tell me how to do this.
also
I need to have the following case explained to me:
I have several passive supplier boxes (logistics)
want to do:
I want to partially ...
- Sat Sep 05, 2020 6:52 am
- Forum: Gameplay Help
- Topic: Tackling purple bottle production
- Replies: 13
- Views: 6618
Re: Tackling purple bottle production
Who's forcing you to post, then? How do you expect a new player to instantly know what everything is called?Serenity wrote: Fri Sep 04, 2020 9:35 pm Are you constantly inventing new names for things on purpose? It's getting tiresome.
Take your rudeness elsewhere.
- Thu Sep 03, 2020 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Wired lamps
- Replies: 15
- Views: 6971
- Wed Aug 26, 2020 6:44 pm
- Forum: General discussion
- Topic: Did anyone else delete your achievements at 1.0 launch?
- Replies: 9
- Views: 5459
Re: Did anyone else delete your achievements at 1.0 launch?
I use the .zip install instead of the .exe install so I can have multiple copies of Factorio with different sets of mods.
So I end up with a clean slate of achievements for each install.
So I end up with a clean slate of achievements for each install.
- Fri Aug 21, 2020 5:11 pm
- Forum: General discussion
- Topic: FFF 361
- Replies: 12
- Views: 7925
Re: FFF 361
For those who missed FFF 1, here it is:
https://factorio.com/blog/post/here-we-are
There are handy arrows on the bottom of the screen so you can move among the FFFs.
https://factorio.com/blog/post/here-we-are
There are handy arrows on the bottom of the screen so you can move among the FFFs.
- Fri Aug 21, 2020 5:08 pm
- Forum: Gameplay Help
- Topic: stop production of science packs
- Replies: 5
- Views: 2136
Re: stop production of science packs
One way to do this would be to connect a circuit wire to a section of transport belt leading to your labs. Set the circuit to read and hold. Then set the inserter to only function if there are zero red/green/whichever science in that section of belt.
- Thu Aug 20, 2020 5:53 pm
- Forum: Gameplay Help
- Topic: I need iron
- Replies: 14
- Views: 4828
Re: I need iron
This is also normal.factoriobiker wrote: Thu Aug 20, 2020 1:38 pm I have enought for today, I am exhausted from this game, it wants to take my soul, i play each day like never played another game
- Thu Aug 20, 2020 12:55 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 177213
Re: Friday Facts #360 - 1.0 is here!
...(artillery wagons are not so practical)...
Of course they are! Instead of building a whole base, an expansion of your roboport network, etc., you just build an artillery train and send it around to each train stop in turn. If you want to expand into new territory, all you have to build is ...
- Thu Aug 20, 2020 12:53 pm
- Forum: Duplicates
- Topic: [1.0.0] Player stuck in wall
- Replies: 2
- Views: 1767
Re: [1.0.0] Player stuck in wall
I've seen this happen. Not sure it'll really be considered a bug, particularly since it's so easy to fix.
- Thu Aug 20, 2020 12:50 pm
- Forum: Gameplay Help
- Topic: 2 trains collide on same track, what to do?
- Replies: 2
- Views: 1652
Re: 2 trains collide on same track, what to do?
You need to use train signals so they don't collide (as well as have at least one double-tracked section for them to pass each other, or a loop at at least one end.
Here's a good place to start learning how train signals work:
https://wiki.factorio.com/Tutorial:Train_signals
Here's a good place to start learning how train signals work:
https://wiki.factorio.com/Tutorial:Train_signals
- Thu Aug 20, 2020 12:46 pm
- Forum: Gameplay Help
- Topic: I need iron
- Replies: 14
- Views: 4828
Re: I need iron
I want to make 2 trains for one track...but what if they collide? can that happen? SO one should be loading while the other unloading...??
because the problem is I loose time while one is loading and there is no iron for a while, how do you guys solve it?
You have several options here, such as ...
- Thu Aug 20, 2020 9:20 am
- Forum: Gameplay Help
- Topic: I need iron
- Replies: 14
- Views: 4828
Re: I need iron
This is normal.
Things you can do:
Set up more mines
Run more trains
Make sure you're using stack inserters to empty out the iron ore train cars faster
If you look around on the forum or the wiki or other Factorio sites, you'll see examples of ore loading/unloading. It might be that you're ...
Things you can do:
Set up more mines
Run more trains
Make sure you're using stack inserters to empty out the iron ore train cars faster
If you look around on the forum or the wiki or other Factorio sites, you'll see examples of ore loading/unloading. It might be that you're ...