Search found 183 matches

by wobbycarly
Mon May 31, 2021 8:41 am
Forum: Not a bug
Topic: parameters of robots, railway signals etc., visible on the map
Replies: 4
Views: 228

Re: parameters of robots, railway signals etc., visible on the map

I was having this "issue" as well, with my thinking being that the setting didn't persist between loading/saving, but I couldn't replicate it. I never knew that "Alt" would turn these on and off in map view! :o And I can't see anywhere in the settings that suggests Alt does this,...
by wobbycarly
Fri May 14, 2021 7:31 am
Forum: Not a bug
Topic: [1.1.33] Cannot connect or disconnect trains while riding Spidertron
Replies: 4
Views: 228

Re: [1.1.33] Cannot connect or disconnect trains while riding Spidertron

Yes, the action is related to the train you're currently driving. It has nothing to do with the train you have under the cursor. If you are driving no vehicle at all it does depend on the train you have under your cursor. The game doesn't seem to be able to tell the difference whether you are curre...
by wobbycarly
Thu May 13, 2021 11:16 am
Forum: Not a bug
Topic: [1.1.33] Cannot connect or disconnect trains while riding Spidertron
Replies: 4
Views: 228

[1.1.33] Cannot connect or disconnect trains while riding Spidertron

What did you do? Got close to a train that needed to be disconnected and tried to disconnect it. (Also tried to connect trains that weren't connected.) What happened? It didn't disconnect. Got a message: "Cannot disconnect rolling stock: not in rolling stock". Got out of Spidey, disconnect...
by wobbycarly
Mon May 10, 2021 11:39 am
Forum: Ideas and Suggestions
Topic: make a tier 2 or 3 tank
Replies: 1
Views: 159

Re: make a tier 2 or 3 tank

(suggestion for the developers) make a tier 2 tank. i personally would like there to be two cannon ammo slots so that i can switch back and forth. and if you want to take it all the way with a tier 3 tank, put an automatic gun along with the main gun that you are using. I think this is called Spide...
by wobbycarly
Mon May 03, 2021 12:39 pm
Forum: Ideas and Suggestions
Topic: Logistic network naming
Replies: 9
Views: 1087

Re: Logistic network naming

(Very) Nice idea, but how would it be supposed to handle the case where a new roboport joined together 2 existing named networks? And then what would happen when that same roboport was removed? I have a number of isolated networks for my artillery outposts, and knowing which network I was looking at...
by wobbycarly
Wed Apr 28, 2021 10:22 am
Forum: Gameplay Help
Topic: Building Megabases with the right Game Settings
Replies: 11
Views: 1145

Re: Building Megabases with the right Game Settings

You will find that you need less and less time the more often you try the same thing. Like in real life. Use blue prints (your own) and copy/paste. Spend time optimzing your designs and not reinventing the wheel. There is one time killer that is totally underestimated. Walking. Learn from the best ...
by wobbycarly
Sat Apr 17, 2021 5:52 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 65
Views: 7453

Re: Industrial Revolution 2 discussion

While you may be within rights if you are doing this project for your private enjoyment, but check the mod license carefully about how, what and where you can reuse code and assets, especially if you intend to republish to the mod portal. This mod has a pretty restricted license, AFAIK.
by wobbycarly
Sun Apr 11, 2021 3:25 am
Forum: Technical Help
Topic: Certain Key combination when interacting with chest crashes computer
Replies: 1
Views: 262

Re: Certain Key combination when interacting with chest crashes computer

Posting your Factorio log might help with diagnosis.
by wobbycarly
Sat Mar 20, 2021 3:19 am
Forum: Gameplay Help
Topic: railroad best practices
Replies: 11
Views: 837

Re: railroad best practices

If you go for 8 wagons, the acceleration will be noticeably slower with only 1 engine. You can add an additional engine (or 2) to significantly improve the acceleration. If you put them on the front, you'll need to completely redesign your train stops, as the train components are 7 tiles and will th...
by wobbycarly
Fri Mar 19, 2021 9:38 am
Forum: Not a bug
Topic: Large equipment grids produce scroll bars instead of stretching to fit the screen
Replies: 2
Views: 385

Large equipment grids produce scroll bars instead of stretching to fit the screen

Similar to https://forums.factorio.com/viewtopic.php?f=11&t=91871&p=523175&hilit=modded+equipment+grids#p523175 The large equipment grid of the Spidertron MK3 (for example) requires a left-to-right scrollbar, even though it should be able to scale to the screen size. 2021-03-19 20_30_27-...
by wobbycarly
Tue Mar 09, 2021 8:13 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Compact-ish early game rocket fuel
Replies: 2
Views: 460

Compact-ish early game rocket fuel

OK, may not strictly meet the requirements of this subforum, but I wanted to share my recent early game rocket fuel build. It's fairly compact, perfect ratio (solid to rocket) and I've not seen anything else in this vein. Hope someone enjoys it. Compact-ish Rocket Fuel.png 0eNq1nd1uG0cWhN+F12Qw/d/tV...
by wobbycarly
Sat Mar 06, 2021 8:16 am
Forum: General discussion
Topic: Find production on base, amnesia problem ;)
Replies: 10
Views: 647

Re: Find production on base, amnesia problem ;)

It might help to enable the map feature that shows the machine recipe. And I think megabase is usually considered 1000 science per minute for 10 hours. But I'm sure that's open to interpretation! :D
by wobbycarly
Tue Mar 02, 2021 7:53 am
Forum: Ideas and Suggestions
Topic: When looking at the Filter setting on Filter inserters or Splitters, suggest items that are on the connected entity
Replies: 2
Views: 188

Re: When looking at the Filter setting on Filter inserters or Splitters, suggest items that are on the connected entity

You’re right, that could work in more than 85% of cases. And it seems to be simple to implement it as mod first. I agree that it would be OK for about 85% of cases. There are times when one wishes to filter a splitter with something like fish or decon planner to prevent anything going down one side...
by wobbycarly
Sun Feb 21, 2021 4:18 am
Forum: Gameplay Help
Topic: Launch counter
Replies: 3
Views: 383

Re: Launch counter

J-H wrote:
Sat Feb 20, 2021 9:50 pm
Is there a way to get the rocket launch counter back?
There's a mod for that... :lol:
by wobbycarly
Thu Feb 18, 2021 4:36 am
Forum: Outdated/Not implemented
Topic: Split Belt
Replies: 11
Views: 716

Re: Split Belt

Being able to apply the splitter filter by lane would be another approach to solve the "only give me half the belt" problem. Not saying it's a good one... :D
by wobbycarly
Tue Feb 16, 2021 7:44 am
Forum: Gameplay Help
Topic: Personal trash slot not working??
Replies: 3
Views: 413

Re: Personal trash slot not working??

And make sure you haven't disabled personal logistics (tick box at top of inventory screen.)
by wobbycarly
Sat Feb 13, 2021 4:20 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 14559

Re: Gigatrains: 720-car trains supplying a 10K science/min base

... man, it must suck if you need to cross the tracks when one of those behemoths passes. If that train is movin, anything that remotely touches it keels over, with that inertia. Where are those trains loaded? What kind of mines are they getting their ore from? Spidertron. :D "Train routing. I...
by wobbycarly
Fri Feb 12, 2021 6:12 am
Forum: Gameplay Help
Topic: Why "No Path"?
Replies: 7
Views: 1013

Re: Why "No Path"?

That's a very cool guess and I didn't think to look for it, but I did now and they're all pathable. edit: That said, perhaps the pathing engine can't figure out a path that requires switching to the reverse engine. Double-ended trains will only switch direction at stations, not at signals, not midw...

Go to advanced search