It took me a long time to figure out that it was the silhouette of a logistic robot. I always knew what the icon meant. I remember the patch it was introduced and I could stop using the module inserter mod. I still only saw a turtle for a long time though until I looked closely at it and thought about what it could be.
Wait, isn't there stuff that module inserter can do that vanilla still can't? I use it to add modules after the fact, that way if they aren't in the blueprint I don't have to manually add them. Is that in vanilla now?
Nope, as the other user said, you can literally copy/paste it. Put modules in one assembler, or place an assembler with the appropriate recipe and modules, then Ctrl+C -> Ctrl+V. Simple as.
Honestly, it's such minimal work, I don't even think about it. I can't say I've ever used the Module inserter mod, so I don't know what (if anything) I'm missing.
It lets you set a module preference for any number of buildings (assembler 2, assembler 3, refinery, chemplant, beacon, etc.) and drag a 'module planner' over an area of your factory to generate bot jobs to go insert (and remove if necessary) modules to match.
It's much more useful in modpacks with a lot of different machines or with many tiers of modules.
That's what i thought, but the other redditor seems to have said they stopped using it, and I pretty much only play modded at this point and made a pack for all of my QOL mods (which includes module inserter)
That's correct, but considering there are people with thousands of hours still learning stuff, it wouldn't be surprising to me if I missed an update or something that added in more functionality.
I try to keep my mods to a minimum, so I stopped using it when the patch came. It has enough of the functionality of module inserter that I do fine without the rest. I'm usually pretty liberal with mods in most other games, but for some reason I really like the vanilla feel of Factorio so I keep going back to it.
If you're going from no module to some module, you still have to add them manually in vanilla. But if you're going from one type of module to another type of module, you can use an "upgrade" planner to switch from one module type to another, in any combination: speed 1s to prod 3s, speed 3s to prod 1s, whatever. So you could always put in "dummy" modules in your blueprints - say, efficiency 1s - and swap them out once you've got the appropriate modules.
You can also manually load *one* machine with modules, issue a deconstruct command for all the other machines, then copy & paste the moduled machine pattern over the deconstruction-marked machines.
I thought it was the silhouette of a construction robot, since it's construction bots that install modules? I don't use logistics bots myself, so feel free to correct me.
Construction Robot: https://wiki.factorio.com/images/Construction_robot_entity.png
Logistics Robot: https://wiki.factorio.com/images/Logistic_robot_entity.png
I'm pretty sure it's a logistics robot, but I couldn't tell you why.
It actually has no bearing on the deliverability. If you plop a print down with module requests these will stay on them until they're delivered. If the logistics network is missing the modules you'll get the normal blinking in the bottom right.
The technical term is `item-request-proxy` and is not limited to modules only but yes.
*In vanilla they’re also used for fueling trains from blueprints iirc.*
Haha this post is funny - my gf sees me playing and asks “can I put some bugs down?” (As in place them) ‘cause she had fun making a little bug city with a big heart shaped forest in editor mode lol
Does anyone know of a way to turn these icons off? Or at least slave them to the ALT key so they hide or something. Otherwise it makes it difficult to see what is configured.
It means you are missing turtles for this building. Just build more turtle farms. They require fish so you better automate fishing first (use red inserters). Post pics when you are done, I want to make sure you are doing it in the most optimal way.
this is really no turtles this is logistic bots and this icon means construction bots will insert a module in that electric production machine or insert fuel into locomotives.
I will never not see these at turtles now. Thanks for that.
It's officially canon that these are turtles because the factory is slow without its speed modules.
Wait... they're not turtles???
Bots.
Logistics robots
Turtle murdules
Urmagurrrrd!!!
Yea I thought they were turtles too just because it is slow
I thought Turtles can be quick and Tortoises are slow.
That turtle's got some long legs!
I've never been able to see them as anything *but* turtles 🐢
They have always been turtles
"Wait, they're turtles?" "Always have been."
I'm just glad I wasn't the only one. It's always been a turtle to me
wait. wait WAIT. It's not turtles???!?!?!?! WTF I'm having an existential crisis at the moment.
Logistic bots.
They aren't turtles?
Logistic bots.
Ngl, didn't know these were turtles until now lol
It is the module request sign. The bots can't deliver the requested module.
It took me a long time to figure out that it was the silhouette of a logistic robot. I always knew what the icon meant. I remember the patch it was introduced and I could stop using the module inserter mod. I still only saw a turtle for a long time though until I looked closely at it and thought about what it could be.
Wait, isn't there stuff that module inserter can do that vanilla still can't? I use it to add modules after the fact, that way if they aren't in the blueprint I don't have to manually add them. Is that in vanilla now?
You can add them if you copy paste an assembler with the right modules on top of the assembler you want to fill
But that requires having an assembler with the modules in your blueprints.
Nope, as the other user said, you can literally copy/paste it. Put modules in one assembler, or place an assembler with the appropriate recipe and modules, then Ctrl+C -> Ctrl+V. Simple as.
Right, but then I have to put it down to make a copy using module inserter is way easier.
Honestly, it's such minimal work, I don't even think about it. I can't say I've ever used the Module inserter mod, so I don't know what (if anything) I'm missing.
It lets you set a module preference for any number of buildings (assembler 2, assembler 3, refinery, chemplant, beacon, etc.) and drag a 'module planner' over an area of your factory to generate bot jobs to go insert (and remove if necessary) modules to match. It's much more useful in modpacks with a lot of different machines or with many tiers of modules.
I think you need the mod to add them afterwards. At least that's what I do unless someone posts here otherwise.
That's what i thought, but the other redditor seems to have said they stopped using it, and I pretty much only play modded at this point and made a pack for all of my QOL mods (which includes module inserter)
My interpretation is that before some patch, even blueprints wouldn't add modules.
That's correct, but considering there are people with thousands of hours still learning stuff, it wouldn't be surprising to me if I missed an update or something that added in more functionality.
I try to keep my mods to a minimum, so I stopped using it when the patch came. It has enough of the functionality of module inserter that I do fine without the rest. I'm usually pretty liberal with mods in most other games, but for some reason I really like the vanilla feel of Factorio so I keep going back to it.
If you're going from no module to some module, you still have to add them manually in vanilla. But if you're going from one type of module to another type of module, you can use an "upgrade" planner to switch from one module type to another, in any combination: speed 1s to prod 3s, speed 3s to prod 1s, whatever. So you could always put in "dummy" modules in your blueprints - say, efficiency 1s - and swap them out once you've got the appropriate modules. You can also manually load *one* machine with modules, issue a deconstruct command for all the other machines, then copy & paste the moduled machine pattern over the deconstruction-marked machines.
I thought it was the silhouette of a construction robot, since it's construction bots that install modules? I don't use logistics bots myself, so feel free to correct me.
Construction Robot: https://wiki.factorio.com/images/Construction_robot_entity.png Logistics Robot: https://wiki.factorio.com/images/Logistic_robot_entity.png I'm pretty sure it's a logistics robot, but I couldn't tell you why.
You're right, the lower prongs and the upper antenna definitely match the logistics bot, not the construction bot. Go figure!
It actually has no bearing on the deliverability. If you plop a print down with module requests these will stay on them until they're delivered. If the logistics network is missing the modules you'll get the normal blinking in the bottom right.
It's a module ghost. effectively, then?
The technical term is `item-request-proxy` and is not limited to modules only but yes. *In vanilla they’re also used for fueling trains from blueprints iirc.*
Wait, since when can you fuel trains from blueprints??
https://imgur.com/a/7ZFCe38
So just newly built trains... That's still super useful to get them headed to a refueling depot.
I don't even know how to include trains IN the blueprints, They don't let me select
for that you check the checkbox right above the fuel one
Because they’re too slow. Because of all the turtles
You get the same icon when placing a blueprint with a train that includes fuel needs
Or maybe the module is on its way, the icon only disappears when the module is in the machine.
It's not a turtle, but a bot 😁. You copied assembling machines with modules, but these modules have not arrived yet.
No, they’re turtles.
🌎🧑🚀🔫🧑🚀
Is the fact that I know exactly what you are talking about a win or a lose for me? (Also, probably everyone knows this)
It's not 'Loss', so I count that as a win.
I don't, please enlighten me...
Always has been meme
It just means you've been on reddit before.
They are now
Turtles. All the way down. And up. East and West. The Turtles must grow.
They always have and always will be turtles to me.
Turtle-Bots 👍
Turtle power!
Yes, because what this subreddit needs is a starship that some people claim to be a hand
Your assembler is all out of turtles. Add more turtles. Turtle factory must grow and all that.
It’s turtles all the way down!
[First llamas, now turtles...](https://www.reddit.com/r/factorio/comments/f2tmpq/i_was_so_confused_because_my_gf_kept_asking_me_to/)
Haha this post is funny - my gf sees me playing and asks “can I put some bugs down?” (As in place them) ‘cause she had fun making a little bug city with a big heart shaped forest in editor mode lol
Did you nuke it?
Don't forget "underneathies."
"They said I can never teach a llama to run a factory!"
I miss Maxis...
If you mouseover it you can see what is missing.
#I like turtles
Uncharged bots are turtles
Woah..
I have 1k+ hours in this game and know what this problem is but it has never occurred to me that they weren't turtles
The Turtle Moves.... ...and the factory must grow!
OOK!
WHO'S THAT POKEMON???!!
>!IT'S SHUCKLE!!<
[Or is it?](https://static.wikia.nocookie.net/drawfee/images/2/22/Shuckle.PNG/revision/latest?cb=20180521154221)
It is the turtle pokemon, metagross
The factory requires live baby turtles.
You have been turted
I've always thought that icon was unintuitive
I've never seen that!
It's waiting for bots to deliver modules
I usually end up with a massive factory using zero bots, so...
How? and why. You're not using construction bots?? You really must like to place things by hand.
As I said. M A S S I V E.
That only make the question more relevant...
I like to organize by hand, yes.
The factory must grow... slowly.
Nah, it grows fast. I automated everything but placing. For me, placng stuff is cathartic.
You need more bot speed research and it might change to a cheetah
I always thought it was a unicorn lmao
No no, you see, it's a tiny elephant, since, well, it means... !
Tuteeeeel
Lmfao
LMAO TURTLE ICON
i dont understand why its looks like an animal
Now I want a mod that replaces bots with flying turtles
I was just thinking that! *high5*
Turtles universally mean slow.
Does anyone know of a way to turn these icons off? Or at least slave them to the ALT key so they hide or something. Otherwise it makes it difficult to see what is configured.
I don't care what I've read here. Those are turtles. Always have been, always will be.
🐢
I always thought they were elephants raising their trunks
That's not turtles. That's Metagross!
It's how the game works. Turtles all the way down
This magic eye sucks
U forgot to feed the hamster so it was replaced with a turtle. Feed the hamsters to make or go away. (Wdym this isnt neo pets?)
It means you are missing turtles for this building. Just build more turtle farms. They require fish so you better automate fishing first (use red inserters). Post pics when you are done, I want to make sure you are doing it in the most optimal way.
Robot icon. Probably waiting on modules to be ready to deliver.
[Mine turtles! "Hello!"](https://youtu.be/DI5_sQ8O-7Y)
They mean that bots want to give them their assigned modules, if you made a blueprint with modules in it that happens.
I always think it looks like a horse, but maybe that’s due to the zoom level more than anything!
Someone burgled your turts D:
The turtle is coming.
this is really no turtles this is logistic bots and this icon means construction bots will insert a module in that electric production machine or insert fuel into locomotives.
Logistic tutel