Search found 308 matches

by wobbycarly
Fri Aug 07, 2026 8:13 am
Forum: Ideas and Suggestions
Topic: Consider a 6th filter slot in inserters
Replies: 1
Views: 283

Re: Consider a 6th filter slot in inserters

The way you wrote that suggestion doesn't make sense to me. 6 inserters with a single filter each can already handle 6 unique inputs. What you describe would allow 36. Is that what you meant?

A standard wagon has 40 slots, so if you were to filter every slot with a unique product, your 6x6 filtered ...
by wobbycarly
Mon Jul 20, 2026 7:57 am
Forum: Gameplay Help
Topic: Need help with placing railway signals
Replies: 4
Views: 550

Re: Need help with placing railway signals

That's a cool design.

To get some meaningful feedback, you might like to include some additional information such as left hand or right hand drive, and the expected train length(s) that will be used.

There are a myriad of ways this could be signalled.

The roundabouts might cause issues for long ...
by wobbycarly
Wed Jul 08, 2026 9:00 am
Forum: Ideas and Suggestions
Topic: Pipes don't automatically connect to pipes that are next to them.
Replies: 4
Views: 424

Re: Pipes don't automatically connect to pipes that are next to them.


Let's say you have a line of pipes. If you draw another line of pipes going in the same direction right next to them, the pipes all connect. Maybe make that not happen. Make me have to click on one pipe and drag to the other in order to connect. Could possibly make it work like belts.


I ...
by wobbycarly
Tue Jul 07, 2026 7:48 am
Forum: Ideas and Suggestions
Topic: Mixed quality crafting
Replies: 9
Views: 930

Re: Mixed quality crafting

As long as the default recipe is a specific quality level, and the player had to make the decision to allow "any" quality, this would minimise player confusion. I don't mind the suggestion, other than it does trivialise the logistics of managing multiple quality levels, which I think the devs want ...
by wobbycarly
Sun May 31, 2026 7:38 am
Forum: Outdated/Not implemented
Topic: Two-way-Belts
Replies: 11
Views: 1098

Re: Two-way-Belts

How would splitters work?
by wobbycarly
Fri Apr 24, 2026 7:30 am
Forum: Ideas and Suggestions
Topic: Unbalanced running
Replies: 2
Views: 434

Re: Unbalanced running

You didn't actually make a suggestion. Do you want the green combinations to stop working, or the red combinations to start working. If anything would be to change, I would expect to see the W and S or A and D cancel each other out and no running occur at all.

I believe this has been mentioned in ...
by wobbycarly
Fri Apr 24, 2026 7:26 am
Forum: Ideas and Suggestions
Topic: Make "Rush to Space" achievement more consistent with other achievements
Replies: 11
Views: 1855

Re: Make "Rush to Space" achievement more consistent with other achievements

I got caught out with this the first time I tried Rush to Space. I had misunderstood that simply researching would break the achievement. I agree that making this a little more ... flexible ... would be easier for some players to understand.
by wobbycarly
Wed Apr 22, 2026 10:42 am
Forum: General discussion
Topic: So much room for activities
Replies: 2
Views: 2554

Re: So much room for activities


*snip*
I do know that nuclear reactors gain boosts when placed close together . I'll be expanding in that direction in the future.

Not sure if it's any good or not. I came up with it myself and still need to learn how to work with blueprints and save things.

https://i.imgur.com/Zb4g1eL.png ...
by wobbycarly
Mon Feb 02, 2026 10:06 am
Forum: Gameplay Help
Topic: Help with spaceship schedule
Replies: 3
Views: 876

Re: Help with spaceship schedule

Got it! Thanks.
02-02-2026, 21-05-43.png
02-02-2026, 21-05-43.png (31.69 KiB) Viewed 845 times
by wobbycarly
Mon Feb 02, 2026 8:28 am
Forum: Gameplay Help
Topic: Help with spaceship schedule
Replies: 3
Views: 876

Help with spaceship schedule

Hi there,
I feel stupid but I can't understand this spaceship schedule properly. The green square signal is the "OK, I have enough ammo and fuel" so it's safe to leave. Then I want to also leave only if EITHER of purple or orange science is empty. This doesn't look right to me, but I can't seem to ...
by wobbycarly
Tue Jan 06, 2026 7:24 am
Forum: Show your Creations
Topic: Your bots at their best
Replies: 1
Views: 1565

Re: Your bots at their best

It's so beautifuuulllll..... :D
by wobbycarly
Mon Dec 29, 2025 4:55 am
Forum: Ideas and Suggestions
Topic: Add more decimal places in assembler tooltip
Replies: 16
Views: 5828

Re: Add more decimal places in assembler tooltip

Adding a rate calculator tool to the base game could help resolve the underlying issue... devs listening? :mrgreen:
by wobbycarly
Wed Dec 17, 2025 7:30 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2118
Views: 1197822

Re: Simple Questions and Short Answers

These are the projectiles launched by the Strafers (the spider-like creatures) and cannot be destroyed once launched (at least I haven't worked out how!) If you can run around in circles fast enough, they will eventually crash without hitting the player.
by wobbycarly
Tue Dec 09, 2025 7:35 am
Forum: Ideas and Suggestions
Topic: More Interplanetary Logistics
Replies: 1
Views: 542

Re: More Interplanetary Logistics

I get why the inner planet's science isn't required for all science, as that way it doesn't lock the player into visiting the planets in a set order. And you acknowledge yourself that once Aquilo is unlocked then the player is back to 100% using all sciences (for a while). I would like to see all ...
by wobbycarly
Fri Dec 05, 2025 6:38 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: tiny 90 SPM bootstrap factory
Replies: 9
Views: 9508

Re: tiny 90 SPM bootstrap factory

Maybe "compact" for what it is able to produce.
by wobbycarly
Fri Sep 19, 2025 8:28 am
Forum: Not a bug
Topic: [2.0.66] Cannot super force build over space ship remnants
Replies: 1
Views: 605

Re: [2.0.66] Cannot super force build over space ship remnants

Those items have a property non-destructable=true which means they can't be built on and robots won't pick them up.

There's a better description elsewhere, but I can find it. This tells part of the story.
viewtopic.php?p=508910&hilit=destructable#p508910
by wobbycarly
Tue Aug 19, 2025 8:42 am
Forum: General discussion
Topic: People who have just one save file...why?
Replies: 34
Views: 9273

Re: People who have just one save file...why?



How old are you? I guess you're a bit older. Probably you grew up with computers malfunctioning, hardware and software. A sudden crash, and all your work is destroyed, because there are no autosaves. Someone who grew up with earlier computers will save every few minutes as reflex. In contrast to ...
by wobbycarly
Fri Aug 15, 2025 7:23 am
Forum: Gameplay Help
Topic: Next to no Tungsten nor Coal on Vulcanus?
Replies: 9
Views: 3210

Re: Next to no Tungsten nor Coal on Vulcanus?

If you don't mind "cheating" you could go into editor and scout around. Reload your game to reset the map to unexplored.
by wobbycarly
Mon Jul 21, 2025 8:47 am
Forum: Gameplay Help
Topic: splitter bug / problem
Replies: 6
Views: 1623

Re: splitter bug / problem

The first one will also jam if items are only on one (wrong) side of the belt. Side loading an underground only lets through the product that hits the "open" half of it.
by wobbycarly
Tue Jul 01, 2025 9:10 am
Forum: Not a bug
Topic: Cannot remove modules from assembly machine without recipe
Replies: 1
Views: 712

Cannot remove modules from assembly machine without recipe

I tried a search but didn't get any relevant results...

I had some assembly machines with speed modules inserted. Upon clearing the recipe, and before selecting a new recipe, there doesn't seem to be a way to remove the modules from the machine in remote view. (I'm not on the same planet)

When I ...

Go to advanced search