Search found 244 matches

by wobbycarly
Sun Dec 13, 2020 5:50 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1644
Views: 523292

Re: Simple Questions and Short Answers

It's also a feature in 1.1.5 where you can mark it on the map. Can you explain, what you mean by that? Sorry for my brief cryptic comment... In the same way you can turn pollution on an off (using the icons under the mini-map) you can also enable "Show assembler recipe" (or similar) in th...
by wobbycarly
Sat Dec 12, 2020 8:58 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1644
Views: 523292

Re: Simple Questions and Short Answers

Quick question : Is there a mod or feature that allows you to FIND WHERE you are producing a certain item, on the map? I use logistic bots, and I didn't label everything, so, for example: It's impossible to find the one Assembling Machine that is producing Chemical Plants, when I have over 1k Assem...
by wobbycarly
Wed Dec 09, 2020 7:32 am
Forum: Not a bug
Topic: [1.1.5] Unintended consequence of waypoints and train limits
Replies: 7
Views: 2785

Re: [1.1.5] Unintended consequence of waypoints and train limits

Do you really need waypoints anymore? The train limits make them unnecessary. If you have more trains than destination stations available (eg, deliberate product backlog) then having them go to a waypoint station in a holding yard/train stacker prevents them blocking a loading station or the main l...
by wobbycarly
Tue Dec 08, 2020 6:56 am
Forum: Not a bug
Topic: Spidertron bug?
Replies: 9
Views: 4083

Re: Spidertron bug?

I realize this is considered not a bug, but it was also not listed in the change log that i could find, the spider used to be very good for destroying nests, now it is not at all, and the slow effect can cause the spider to barely move with 3 exos in it, i feel that this needs to be addressed and t...
by wobbycarly
Mon Dec 07, 2020 7:45 am
Forum: Not a bug
Topic: [1.1.5] Cannot place new tags on the map anymore
Replies: 3
Views: 1605

Re: [1.1.5] Cannot place new tags on the map anymore

Personally, having been used to the old method, I don't think the new tag implementation is "better". However, for new players, I reckon it's more obvious.
by wobbycarly
Fri Dec 04, 2020 7:42 am
Forum: Ideas and Requests For Mods
Topic: Multi-wire: A single component for copper, red and green wire
Replies: 2
Views: 943

Re: Multi-wire: A single component for copper, red and green wire

And how would on separate the signals from the red and green wires? Or do you mean a tool that adds copper, green and red wire all at the same time?
by wobbycarly
Fri Dec 04, 2020 7:41 am
Forum: Gameplay Help
Topic: Need Some Advice On...
Replies: 13
Views: 3920

Re: Need Some Advice On...

First up, I'd say play the game the way you want to play it. If you're watching others play (say on Youtube), then these player almost certainly have thousands of hours and YES, they plan ahead because they know what's coming. As corny as it sounds, enjoy the journey and the learning experience. Pea...
by wobbycarly
Wed Dec 02, 2020 7:48 am
Forum: Pending
Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
Replies: 9
Views: 3710

Re: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack

If the ghost does not show connections then the destroyed entity did not have connections either and the replaced entity will not create new ones. This is all expected and not a bug. I assume the original issue was that the ghosts got created in 1.0.0 and placed in 1.1.0. So still just a migration ...
by wobbycarly
Tue Dec 01, 2020 9:59 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1] Spidertron logistics doesn't consider in-flight construction robots
Replies: 5
Views: 2753

Re: [1.1] Spidertron logistics doesn't consider in-flight construction robots

Since I started with 0.14, the response from you Dev team has been nothing but awesome the whole time. Thanks!
by wobbycarly
Tue Dec 01, 2020 9:11 am
Forum: Pending
Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
Replies: 9
Views: 3710

Re: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack

I have been able to replicate this. Save game in link . To reproduce: * Take the Spidertron to the east of the current save location, where you'll find some turrets and powerpoles that have been destroyed near the coal mine. * I note that the ghosts don't show connections... possibly relevant? * Let...
by wobbycarly
Tue Dec 01, 2020 9:02 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1] Spidertron logistics doesn't consider in-flight construction robots
Replies: 5
Views: 2753

Re: What is wrong with Spidertron logistics?

Klonan wrote:
Tue Dec 01, 2020 8:56 am
The bots leave the inventory to go construct things, so the spider requests more
Then the bots return from their job
As I suspected, but this is different behaviour to what happens in a player's inventory... shouldn't it be consistent?
by wobbycarly
Tue Dec 01, 2020 8:32 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1] Spidertron logistics doesn't consider in-flight construction robots
Replies: 5
Views: 2753

[posila] [1.1] Spidertron logistics doesn't consider in-flight construction robots

I have Spidertron Extended mod, and am using a Spidertron Mk3. I've filtered some inventory space for robots, and set the request for 400 robots. However, I noticed that the Spidertron occasionally overfills with robots. It seems that if I'm in a logistics network, when the robots fly out to do work...
by wobbycarly
Mon Nov 30, 2020 8:14 am
Forum: Releases
Topic: Version 1.1.2
Replies: 24
Views: 20747

Re: Version 1.1.2

Then Option name could be rather like "Number of atlases". No it could not. If you don't understand it you should stick with the default value. Maybe "Atlas texture dimension/width" would be a good compromise? 'tis a bit late to change it now... - the unified UI of entities is b...
by wobbycarly
Sun Nov 29, 2020 8:50 am
Forum: Gameplay Help
Topic: Need help with nuclear power
Replies: 2
Views: 913

Re: Need help with nuclear power

Couple of possibilities with just the details provided:
1. There was no draw, so the turbines were idling. Some other part of the factory then kicked in and required the power.
2. The heat pipes/exchangers hadn't heated up enough - they need to be at 500°C to run the turbines.
by wobbycarly
Sun Nov 29, 2020 2:31 am
Forum: Won't fix.
Topic: [1.1.0] Ghost poles placed in 1.0 are built without electric wires
Replies: 5
Views: 2516

Re: [1.1.0] Ghost poles placed in 1.0 are built without electric wires

I think this may be the cause of 92067 - once my "missing" connections are made in the current game version, then I can destroy and recreate without any issues.
by wobbycarly
Sun Nov 29, 2020 2:30 am
Forum: Pending
Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
Replies: 9
Views: 3710

Re: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack

I think this may be related to 91880

So probably an edge case due to migration.
by wobbycarly
Sat Nov 28, 2020 4:31 am
Forum: Pending
Topic: Bots
Replies: 2
Views: 1072

Re: Bots

Sounds a bit like 92067 ;)
by wobbycarly
Sat Nov 28, 2020 4:07 am
Forum: Pending
Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
Replies: 9
Views: 3710

Re: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack

Weird. I tried to replicate this by throwing rockets at an outpost, but the powerpoles placed fine and reconnected automatically. I'll keep an eye out for further biter attacks and report back.
by wobbycarly
Fri Nov 27, 2020 9:59 am
Forum: Pending
Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
Replies: 9
Views: 3710

[1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack

I don't have any documented evidence, but I was playing 1.1.1 tonight, and a few of my mining outposts got attacked, and of course some stuff got destroyed. When I attended the scene, my trusty robots leapt from my power armor and quickly replaced the ruined miners, belts and (medium) power poles. H...
by wobbycarly
Tue Nov 17, 2020 10:14 am
Forum: Gameplay Help
Topic: Any way to transport raw materials under water?..
Replies: 6
Views: 2470

Re: Any way to transport raw materials under water?..

Underground belts can reach a small distance underwater. Just to clarify on that: They can reach whatever their max range is. There's no special "underwater" limitation. And yea, bridges it is. Thanks for the clarification - of course they reach their max range, but this is likely to be r...

Go to advanced search