Simple Questions and Short Answers
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Psychobab
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Re: Simple Questions and Short Answers
Hi everyone,
i'm new on this game, i watched some tutorials and i have a "simple" question!
how to pickup goods dirctly on a conveyor? I think i tried all the keybord keys and it didn't work.
Thanks everyone.
i'm new on this game, i watched some tutorials and i have a "simple" question!
how to pickup goods dirctly on a conveyor? I think i tried all the keybord keys and it didn't work.
Thanks everyone.
- TheBloke
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Re: Simple Questions and Short Answers
F is the default key to pick up stuff on the ground, and this works for belts too as long as you're fairly close to them or standing on them yourself.Psychobab wrote: Fri Mar 15, 2019 1:53 pm how to pickup goods dirctly on a conveyor? I think i tried all the keybord keys and it didn't work.
- steinio
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Re: Simple Questions and Short Answers
pick up on sth sounds weird.
pick up from sth F key
drop on sth Z key
pick up from sth F key
drop on sth Z key
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Factorian85
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Re: Simple Questions and Short Answers
Version: 0.17.14
Hello,
when i use a blueprint in an early state, where technolgies aren't available, i can't see how an assembling machine is configured.
When the technolgy is available, the configuration of the assembling machine furthermore isn't availble. There is no difference if the assembling machine is builded or ghost.
When i overwrite the blueprint, i can see the configuration.
Any solutions for the problem?
Hello,
when i use a blueprint in an early state, where technolgies aren't available, i can't see how an assembling machine is configured.
When the technolgy is available, the configuration of the assembling machine furthermore isn't availble. There is no difference if the assembling machine is builded or ghost.
When i overwrite the blueprint, i can see the configuration.
Any solutions for the problem?
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torne
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Re: Simple Questions and Short Answers
No, unfortunately when you place a blueprint any machine configured to use a recipe that isn't unlocked simply does not get a recipe set at all, even if that recipe is unlocked later. You just have to place the blueprint again.Factorian85 wrote: Sat Mar 16, 2019 1:16 am Version: 0.17.14
Hello,
when i use a blueprint in an early state, where technolgies aren't available, i can't see how an assembling machine is configured.
When the technolgy is available, the configuration of the assembling machine furthermore isn't availble. There is no difference if the assembling machine is builded or ghost.
When i overwrite the blueprint, i can see the configuration.
Any solutions for the problem?
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Neruz
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Re: Simple Questions and Short Answers
anyone?Neruz wrote: Thu Mar 07, 2019 2:42 pm Is there a way to pin the inventory/crafting menu to a position? i dont want it to open always in the middle of the screen and blocking my view.
thanks.
- TheBloke
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Re: Simple Questions and Short Answers
No, UIs always appear in a default position each time they open. And this is true even now that 0.17 allows us to open the UI of a new item without first closing any currently open - the new one is still treated as a new UI and so resets its position rather than maintaining whatever position you set.
I too would like the ability to have windows remember their last position.
I don't know if mods could be made to affect this, but I don't recall seeing any that do.
- leadraven
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Re: Simple Questions and Short Answers
How can I manually (without blueprints) fast-insert Productivity Modules 1 into assembler with Production science pack recipe?
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Serenity
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Re: Simple Questions and Short Answers
The same way you manually fast insert any materials into machinesleadraven wrote: Mon Mar 18, 2019 7:30 am How can I manually (without blueprints) fast-insert Productivity Modules 1 into assembler with Production science pack recipe?
- disentius
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Re: Simple Questions and Short Answers
1.Take prod modules in hand.
2. Control-leftclick on the assembler.
2. Control-leftclick on the assembler.
- leadraven
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Re: Simple Questions and Short Answers
Sorry, I unsuccessfully formulated my problem. Modules are fast-inserted as material, while I want to insert them into module slots.disentius wrote: Mon Mar 18, 2019 11:21 am 1.Take prod modules in hand.
2. Control-leftclick on the assembler.
- TheBloke
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Re: Simple Questions and Short Answers
Yeah there's no quick solution for that. There are mods that can allow adding and removing modules quickly from any building, such as Module Requestor.leadraven wrote: Mon Mar 18, 2019 11:23 am Sorry, I unsuccessfully formulated my problem. Modules are fast-inserted as material, while I want to insert them into module slots.
In the vanilla game you're limited to putting the modules into one machine, blueprinting it, then deconstructing the others and replacing it with the blueprinted version. And then maybe re-blueprinting a row or column of machines so you can faster bulk replace the remainder.
EDIT: removed reference to control-clicking on the module slots which actually doesn't work duh.
(As an aside, the new 0.17 upgrade planner did add one new method for changing modules: it's now possible to use an upgrade planner to change one module type to another, eg change Speed3 modules to Prod3 across any number of machines. But it doesn't provide a way to add modules to a machine that doesn't already have them, or remove modules completely, so it's not any help in your situation.)
Last edited by TheBloke on Mon Mar 18, 2019 11:53 am, edited 1 time in total.
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Serenity
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Re: Simple Questions and Short Answers
Oh, right. Production science takes them as an ingredient. Totally forgot about that. That's an interesting issueleadraven wrote: Mon Mar 18, 2019 11:23 am Modules are fast-inserted as material, while I want to insert them into module slots.
- leadraven
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Re: Simple Questions and Short Answers
If I'm not mistaken, it also places them into ingredient slot.TheBloke wrote: Mon Mar 18, 2019 11:39 am Opening the UI of each machine in turn and control-clicking the modules into the module slots
Only manually place them into each module slot. Or reset recipe, place modules, return recipe.
- TheBloke
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Re: Simple Questions and Short Answers
Sorry yes you're right, I thought you could control-click them directly onto the module slots but it doesn't work. So blueprints are the only option.leadraven wrote: Mon Mar 18, 2019 11:49 amIf I'm not mistaken, it also places them into ingredient slot.TheBloke wrote: Mon Mar 18, 2019 11:39 am Opening the UI of each machine in turn and control-clicking the modules into the module slots
Only manually place them into each module slot. Or reset recipe, place modules, return recipe.
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ManaUser
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Re: Simple Questions and Short Answers
The only other thing you could do is change the recipe, put modules in, and change it back. You can copy the recipe from another machine, so potentially it would be faster if you really had to do a large number of them, but it's definitely not a perfect solution.
- TheBloke
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Re: Simple Questions and Short Answers
Yeah that could be quicker than BPing I guess. Certainly less disruption given the deconstruction has to pull all the materials out of the machines as well, so you're probably not going to want to do it with personal roboports else your inventory might get flooded. So if it's a large array it might take a while for construction bots to come pull the ingredients out, then the machines, then replace them, then add the modules.
Shift-left-clicking a new recipe in, running along control-clicking modules, then shift-left-clicking the original recipe back in could be fairly speedy.
Shift-left-clicking a new recipe in, running along control-clicking modules, then shift-left-clicking the original recipe back in could be fairly speedy.
- disentius
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Re: Simple Questions and Short Answers
[facepalm]
not realized that prod modules could be ingredients too.
As an alternative: put in the modules with fast transfer before you set the recipe.
tested in 0.17.14, works.
As an alternative: put in the modules with fast transfer before you set the recipe.
tested in 0.17.14, works.
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Crozzfire
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Re: Simple Questions and Short Answers
Question: I removed a blueprint from the game while I had it in the shortcut bar. Now there is a big red X there that I can't seem to remove or replace with another one. What to do?
- TheBloke
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Re: Simple Questions and Short Answers
EDIT: sorry, I was completely confused thereCrozzfire wrote: Mon Mar 18, 2019 10:39 pm Question: I removed a blueprint from the game while I had it in the shortcut bar. Now there is a big red X there that I can't seem to remove or replace with another one. What to do?
You just need to middle-mouse-button to remove the red X like with any other quickbar icon. It's working fine. Sorry for the confusion in my first response (my middle mouse button had temporarily stopped working, great timing!
