Solution: bind blueprints to a player file which contains all blueprints and player name.
The blueprints might be in a database of all blueprints for that player and might still need to be bound to to a craftable blueprint to be used.
Search found 652 matches
- Thu Jan 07, 2016 11:59 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow sharing blueprints between different game
- Replies: 7
- Views: 19978
- Thu Jan 07, 2016 11:57 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 11768
New Feature: Allow reordering logistics requester slots
It would be nice to drag and drop logistics slots to re-order their position. This is useful to keep a consistent order in items requested for organization and readability (especially with mods adding more slots). Without this feature to reorder would require removing and re-setting all logistics sl...
- Thu Jan 07, 2016 11:54 pm
- Forum: Implemented Suggestions
- Topic: New Feature: allow an exact limit on logistics requests
- Replies: 6
- Views: 16543
New Feature: allow an exact limit on logistics requests
Put a checkbox below all logistics boxes and also a button to toggle the checkbox for all logistics slots on and off. When the option is on, the logistics slot will act like an exact limiter bringing the player up to the exact amount of the requested item, and automatically taking any items over thi...
- Thu Jan 07, 2016 11:52 pm
- Forum: Pending
- Topic: Logistic robot brought items go into main inventory
- Replies: 4
- Views: 13660
Logistic robot brought items go into main inventory
Logistic robot brought/requested items are put in main inventory even if there is room in a slot on the toolbar and even when the toolbar is locked to that item.
Not sure all the conditions that trigger this but it happens very frequently.
Not sure all the conditions that trigger this but it happens very frequently.
- Thu Jan 07, 2016 11:50 pm
- Forum: Not a bug
- Topic: Damaged walls block assembly machines from functioning
- Replies: 12
- Views: 27195
Re: Damaged walls block assembly machines from functioning
So what's your idea for implementation Kovarex? As long as it works automatically even in the player inventory
and it's not something that has to be set up for every item type and every factory.

- Thu Jan 07, 2016 11:54 am
- Forum: Not a bug
- Topic: Damaged walls block assembly machines from functioning
- Replies: 12
- Views: 27195
Re: Damaged walls block assembly machines from functioning
Also this becomes an issue with all ingredients that can be damaged. For example this will likely happen with assembly machines, and turrets that can be upgraded by mods and require previous turrets.
- Thu Jan 07, 2016 11:53 am
- Forum: Not a bug
- Topic: Damaged walls block assembly machines from functioning
- Replies: 12
- Views: 27195
Damaged walls block assembly machines from functioning
An easy example of this is when making gates in an assembly machine. If the assembly machine is loaded by non-damaged walls first but is missing some ingredients (could be walls or something else) so that it can't yet make a gate and there is a damaged wall in the chest the or belt the inserter is l...
- Sun Jan 03, 2016 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Marking an object for deconstruction rebuild it
- Replies: 2
- Views: 9410
[Oxyd] Marking an object for deconstruction rebuild it
When marking an object for deconstruction so that the robots will pick it up, the object will instead be replaced if it is destroyed. An easy way to reproduce this is to put the biters on the hardest mode (high everything when creating a map) and turret creep towards them using construction bots and...
- Sun Oct 04, 2015 12:20 pm
- Forum: Implemented Suggestions
- Topic: Allow smart inserters to add and remove robots from roboport
- Replies: 9
- Views: 9540
Re: Allow smart inserters to add and remove robots from roboport
Thanks for the related post links.
- Sun Oct 04, 2015 11:07 am
- Forum: Implemented Suggestions
- Topic: Allow smart inserters to add and remove robots from roboport
- Replies: 9
- Views: 9540
Allow smart inserters to add and remove robots from roboport
I have searched the forums and couldn't find a topic about this. Maybe there is something else already posted about this or something similar and I want to apologize if I'm posting duplicate information. Issue: Currently there is no way to add and remove robots from any roboport automatically to kee...
- Wed Jul 29, 2015 11:46 pm
- Forum: Mods
- Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
- Replies: 53
- Views: 46139
Re: [0.12.0]AdvancedEquipment v0.4.0
The energy production for the generators are all wrong in this mod. Likely due to version 0.12 increasing the power generation.
Could you please fix this? Not sure what else is wrong in the mod. Likely just the power.
Thanks!
Could you please fix this? Not sure what else is wrong in the mod. Likely just the power.
Thanks!
- Sat Jun 06, 2015 2:44 am
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 52481
Re: Friday Facts #89 Timetables
First of all I want to say that this game is AMAZING! Thank you everyone for all your hard work, and same to the modding community. There are a ton of really great mods. One of the things i love is that you guys pay attention to the details and focus on automation. I like games where you craft stuff...