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making multiple topics on the same topic is kinda pointless ... just saying
the last post in your previous thread had someone asking for a working link ...
while ingame, press F4 to open Debug settings, than find an option 'show-tile-grid', that checkbox on the left is on/off
Apparently there is a bad word as some of the test is replaced with hearts.
If by "chunk aligned" you mean align them properly relative to each other (and not necessarily with the chunks of the map) it is easily solved through the "snap to grid" option.
If you didn't include the "road" space that is usually left between the blocks, you can increase the "grid size".
You don't need to but if you want to have half of the road on each direction instead of the full size on the right and bottom, you can change "grid position" to be half of what you added to width and height but in negative numbers.
"Absolute" and "Relative" are for placing the blueprints.
Absolute only allows you to place the blocks at specific intervals no matter what while Relative is for when placing the blueprint multiple times by dragging.
In this case you will most likely want "Absolute", if the first one you want to place is not quite where you want, you can play with the x and y on the right of it to change the base (offset it in the directions you want).
Just click on "save blueprint" once you are finished and it should be good to go.
I am gonna paste it below, hopefully it'll come through ok here. I cannot figure out how to get it to overlap when I place them so it's seemless.
Well, steam censored it, so that didn't work -- any other idea on how to put my BP so y'all can look at it?
EDIT 2: Found this site, hope this one works.
https://controlc.com/0112905a
Can someone give tips/guidance on making my city block truly ? I do not know how to power up the roboports (placing big power poles) so that even if the BP is rotated, they will be in identical places.
I wired up the surrounding big poles with both red & green wires so the entier block can be on a circuit network.
The roboports are spaced so that the red's touch and slightly overlap as I made them evenly spaced apart.
https://controlc.com/787de623
With that in mind, I'd suggest using the "border chunks" for the rail lines. If you want a block that is 6x6, then design your rail network around that. Make that rail going around the block one big BP. I'd suggest having Large Power Poles placed along the rails, but then that's just how I designed my own rail BP's.
Once that is done, then you can stamp it out (might take multiple stampings depending on radar coverage or player/spider placement) and then design the interior to be what you want that block producing, including figuring out where to put train stations for dropping off, picking up, and where to put a large power pole to power the whole block. Having just the basic rail setup as its own BP would allow you to maintain the standardized size you want.
Of course, you could just go by Large Power Pole placement, which is what I do personally. It does not matter to me if the entire thing is chunk aligned; as long as I'm placing rails properly I can run a large loop and have everything match up perfectly.
I'm hoping that when I tile the BP, the rails will line up and make roundabouts at the corners. I just have no idea how to make the power poles align properly with all the roboports. I got the corners figured out, but not the others.
Have you considered positioning the Large Power Poles so they straddle the chunk boundary, for the power poles along the edges? If you have the LPP's half in the chunk half in the next chunk, and the rails inside from there, you should be able to line them up by matching the LPP's from one BP iteration to the next.
I discovered that I will then need o complete the roundabout so that the trains can move in both directions instead of just clockwise (LHD). So I will just make another BO with just the trains with the completed corners,
I've seen ur BP and I might have an idea for you.
I don't know what's the scope of ur project and the size of base, that you wish to have but unless you do remarkable job with train logistic and put that under logic circuit regime - two rails (mid of 2 BPs next to each-other) might turn out to be not enough.
Perhaps it's just me, cuz I rely heavy on trains but I feel, that you could really hit 2 birds with one stone if You would tile 2x rail for each BP outer. Firstly - the bandwidth, secondly -that usable space inside BP would drop by the few squares (uh....meters?!) allowing you to tile these big poles into full inside grid
below, you will find a BP on how such rail-grid intersection would look like
0eNqV2d1uqkAUBeB3mWto2PPDgK9y0hi0U88kCAaxOcbw7h2qbU8ixrUuRfwYZthrC1zUpj2FwxC7Ua0uKm777qhWfy7qGHdd087bxvMhqJX6iMN4Slsy1TX7ecN1jzx2772aMhW7t/BPrWR6zVToxjjGcJW+PpzX3Wm/CUPa4QcYmtjmt+Nk6tAf02/6bj5kcooXl6mzWuWiX1zi3+IQttfv9ZTdqfp3WGNyd3/HfObv3VzMzZXnqsFVwVULqzWOOhj1OFrCqMNRD6PESlX4SuFojaKEKQWKEmcvgqLEOglcU8QVJXBJEde+wBXFlKnAJcVEisA1JcxaeTJVSyRUpaJTFVFrOlWRBlCwqYqgwqYqgmo2VRHUsKmKoJZNVQR1ZKoiZkmGKmJ6MlMRsyIjFTFrMlEB0xRsoCKosHmKoJqNUwT9LaZN3OWhTTsPcZsf+jYsXfv2Sy4S3IU0gk1/Gua/vqZ8XcL/K6p907Z52+wPS6r7zuoU2tMS5EBIP4NK5nTnBrZ4tmbxbD00SLHPxlhhjn/m1OTsP3BsQU7+I0e4+XnEaG56HjGGbfhANVnL9nsEdWS7R8yS7PaI6clmj5gV2esRsyZbPWC6guv0CClco0dIzfV5hDRcm0dIy3V5hHRkk0fMkuzxiOnJFo+YFXa/JLe8vLtdKpfQmk1P6BlMwcYnpAqZnxCqyQCFUEMmKIRaMkIh1JEZCqElF6KQ6bkUhcyKi1HIrLkchZ4+FlyQQqaQSQqhmoxSCDVklkKo5cL0/ol+Ob80iGPYz7cgP+8jMtU2m9Cmbcav7djb9feY01cfYTheR1SJ9bX2tjBe22qaPgG0pyGo
edit: also - mind the redundant big power poles - You will get a nice array if You keep L shape on the edge of BP, all 4 corners give u a line next to another line once that BP is used as tile