Factorio

Factorio

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StonkOverflow Mar 22, 2024 @ 11:54am
"transport belt is in the way" where??????
i'm trying to place a very large blueprint and there's clearly something in the way, but unfortunately the blueprint is so large it is impossible to tell where the singular tile that's in the way is. it would really be nice if there was an arrow that could point to the issue, like when there are not enough materials for construction. is there some way to get the game to show where the actual issue is?
Originally posted by PunCrathod:
Originally posted by Cerodil:
Hold shift when you place it down, it should mark the "obstacle" for deconstruction and place the blueprint underneath it. If you have bots then the'll remove the object when they place the blueprint down as well.
Only natural obstacles like trees, rocks and cliffs are marked for deconstruction. If there is for example a transport belt in the way it simply just does not put whatever you tried to put there. This will change when 2.0 drops and you get the new super force blueprint feature that can mark anything for deconstruction.

Originally posted by StonkOverflow:
i'm trying to place a very large blueprint and there's clearly something in the way, but unfortunately the blueprint is so large it is impossible to tell where the singular tile that's in the way is. it would really be nice if there was an arrow that could point to the issue, like when there are not enough materials for construction. is there some way to get the game to show where the actual issue is?
If you are in the map view and you have radar coverage it will highlight the problem spot with red. Things that are already in place are blue and new stuff that is not blocked by something already there is green. And holding shift makes it ignore the stuff that can automatically be marked for deconstruction(trees, rocks and cliffs) so if there is only one transport belt in the way you will see only one spot with red and there is the offending belt.
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Khaylain Mar 22, 2024 @ 12:06pm 
Not as far as I know, although you can use the feature of "forcing" a blueprint placement. Ctrl + click with the blueprint if I recall correctly. Then you should probably be more able to see where some part of the blueprint didn't work.
Cerodil Mar 22, 2024 @ 12:08pm 
Hold shift when you place it down, it should mark the "obstacle" for deconstruction and place the blueprint underneath it. If you have bots then the'll remove the object when they place the blueprint down as well.
The author of this thread has indicated that this post answers the original topic.
PunCrathod Mar 22, 2024 @ 12:31pm 
Originally posted by Cerodil:
Hold shift when you place it down, it should mark the "obstacle" for deconstruction and place the blueprint underneath it. If you have bots then the'll remove the object when they place the blueprint down as well.
Only natural obstacles like trees, rocks and cliffs are marked for deconstruction. If there is for example a transport belt in the way it simply just does not put whatever you tried to put there. This will change when 2.0 drops and you get the new super force blueprint feature that can mark anything for deconstruction.

Originally posted by StonkOverflow:
i'm trying to place a very large blueprint and there's clearly something in the way, but unfortunately the blueprint is so large it is impossible to tell where the singular tile that's in the way is. it would really be nice if there was an arrow that could point to the issue, like when there are not enough materials for construction. is there some way to get the game to show where the actual issue is?
If you are in the map view and you have radar coverage it will highlight the problem spot with red. Things that are already in place are blue and new stuff that is not blocked by something already there is green. And holding shift makes it ignore the stuff that can automatically be marked for deconstruction(trees, rocks and cliffs) so if there is only one transport belt in the way you will see only one spot with red and there is the offending belt.
Shurenai Mar 22, 2024 @ 12:44pm 
Take a deconstruction planner in map view and swipe it over the entire area that your BP is supposed to go. If there is actually anything in that area, it'll tell you; And so long as there is any factory object like inserter/belt/etc to be removed, it wont mark trees or rocks.
StonkOverflow Mar 22, 2024 @ 12:54pm 
just by trying a bunch of things i found the answer. holding the blueprint in your cursor and opening the map view lets you view the whole thing and more clearly shows where the issues are when positioning the blueprint on the map
edit: PunCrathod suggested this and i didn't see it. ty : )
Last edited by StonkOverflow; Mar 22, 2024 @ 12:59pm
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Date Posted: Mar 22, 2024 @ 11:54am
Posts: 5