Search found 240 matches

by wobbycarly
Sat Mar 16, 2024 3:41 am
Forum: Balancing
Topic: Nerf barrels and buff liquid tanks!
Replies: 20
Views: 7461

Re: Nerf barrels and buff liquid tanks!

AileTheAlien wrote:
Fri Mar 15, 2024 8:05 pm
I actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
Bots can't move fluids but they can move barrels.
by wobbycarly
Mon Dec 18, 2023 10:18 am
Forum: Ideas and Suggestions
Topic: Placing roboports like a pole man!
Replies: 2
Views: 264

Re: Placing roboports like a pole man!

While I can see the merit of your suggestion, there are plenty of times one wishes to saturate an area with roboports (eg, around an unload station) and not being able to "tile" them would be annoying. Given roboports are regular placeable items - like assembly machines, furnaces - I think...
by wobbycarly
Tue Dec 12, 2023 7:55 am
Forum: Gameplay Help
Topic: Artillery Wagon with Destination Full
Replies: 7
Views: 701

Re: Artillery Wagon with Destination Full

I'm not sure what you mean about the inactivity. Artillery wagons on an automated train will only operate from when the train arrives at a stop until the wait conditions in the schedule allow it to leave. The fact a train may not move away from a stop when the wait conditions are met (eg because it...
by wobbycarly
Tue Nov 14, 2023 8:29 am
Forum: Ideas and Suggestions
Topic: Roboport Improvements
Replies: 17
Views: 1179

Re: Roboport Improvements

Maybe I'll make a shameless plug and reshare my idea for an improvement to roboports.

viewtopic.php?f=6&t=64648
by wobbycarly
Fri Oct 27, 2023 9:15 am
Forum: Minor issues
Topic: Downgrade Assem to V1, still has module ghosts?
Replies: 3
Views: 920

Re: Downgrade Assem to V1, still has module ghosts?

Fortunately, I did a search and found this issue before I reported it again! In my case, I had a Mk3 assembler ghost with 4 level 1 speed mods. I downgraded to a Mk2 and the 2 speed modules were delivered (after I hand-crafted them), and the module request icon remains. This is really confusing. 202...
by wobbycarly
Sun Oct 15, 2023 12:39 am
Forum: Ideas and Suggestions
Topic: Player character color setup
Replies: 4
Views: 492

Re: Player character color setup

Do you mean this color picker?
2023-10-15 11_37_53-Factorio 1.1.92.png
2023-10-15 11_37_53-Factorio 1.1.92.png (64.25 KiB) Viewed 461 times
Or do you mean as a game startup option?
by wobbycarly
Sun Sep 24, 2023 2:13 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47347

Re: Friday Facts #377 - New new rails

What about high-speed-tunnels (or -bridges) designed to traverse very long distances? They would ignore trees, cliffs, buildings, intersecting regular rails etc. and trains could reach a higher max velocity. As a trade-off, no train stops could be placed in them and you couldn't enter or get off a ...
by wobbycarly
Tue Sep 12, 2023 9:05 am
Forum: Ideas and Suggestions
Topic: Seperate Overlay for Building Rarity
Replies: 4
Views: 494

Re: Seperate Overlay for Building Rarity

Alt-mode could be extended to allow the player to choose what to include/exclude, like the mini-map options.
by wobbycarly
Fri Jun 09, 2023 9:41 am
Forum: Ideas and Suggestions
Topic: Modpacks with specific mod versions
Replies: 15
Views: 1663

Re: Mod Folders to Allow For Easier Mod Management

Instead of "folders" (which sounds like it implies that users know what they're doing in their OS), having the ability to group mods within the in-game UI, or add personal tags, could be a good way to achieve a similar outcome.
by wobbycarly
Sun Feb 26, 2023 1:56 am
Forum: Gameplay Help
Topic: Request X number of items from a inserter
Replies: 8
Views: 2613

Re: Request X number of items from a inserter

You could try setting the item stack override on the inserter to 5 or 10. Then when you count the number picked up, it won't overload.
by wobbycarly
Tue Jan 24, 2023 10:09 am
Forum: Questions, reviews and ratings
Topic: Is there a mod to clear chest inventory?
Replies: 4
Views: 894

Re: Is there a mod to clear chest inventory?

FuryoftheStars wrote:
Mon Jan 23, 2023 10:37 pm
Shoot the chest until it dies.
+1 :D
by wobbycarly
Sat Oct 01, 2022 1:37 am
Forum: General discussion
Topic: Please help me on my academic research about Learning with Factorio
Replies: 1
Views: 743

Re: Please help me on my academic research about Learning with Factorio

Hi Marina,
I have completed the survey. Have you played Factorio yourself?
by wobbycarly
Tue Aug 16, 2022 9:15 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: My Megabase
Replies: 2
Views: 2938

Re: My Megabase

It is "technically" possible to unload but it requires this https://forums.factorio.com/viewtopic.php?f=194&t=58728&start=140 Yeah, I'm not doing that! :mrgreen: How many trains do you use ? :D Can you show an indication of the "time usage" ? so that is shows train and t...
by wobbycarly
Sat Aug 13, 2022 11:31 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: My Megabase
Replies: 2
Views: 2938

My Megabase

I would just like to share my 3k SPM base. It has run for the obligatory 10 hours with 6 science packs, and will also support military science. I did not focus on saving UPS, and it runs between 50 and 60 UPS on my modest PC. I don't like setting up solar, so it's powered almost exclusively with nuc...
by wobbycarly
Sat Aug 13, 2022 4:25 am
Forum: Ideas and Suggestions
Topic: Matching colors in production statistics screen when filtering for science packs
Replies: 9
Views: 1617

Re: Matching colors in production statistics screen when filtering for science packs

Green circuits
Red circuits
Blue circuits
:mrgreen:

But I do like your suggestion
by wobbycarly
Wed Aug 03, 2022 10:32 am
Forum: Gameplay Help
Topic: Is there a way to turn on a lamp when a station is open or closed?
Replies: 3
Views: 1199

Re: Is there a way to turn on a lamp when a station is open or closed?

If I understood, I think you may want something like this: 0eNq1lcFu2zAMhl+l4NkuaruuUx8GDDv31N2GwVBsJhEgS4YkBzMCv/soyXUzJAEUFLskoCh+In/S0gm2YsRBc2mhPgFvlTRQ/zqB4XvJhFuz04BQA7fYQwKS9c7SjAuYE+Cywz9QZ/PvBFBabjmGeG9MjRz7LWrasEZaCpWpsWog2qAMhSjpziFMWiYw0V9B5I5rbIPvJQHKy2olmi0e2JEr7QIMyq6xqvFEqHdMGExAI+sa...
by wobbycarly
Tue Jul 26, 2022 7:25 am
Forum: Technical Help
Topic: Factorio crashed when exploring the edge of the map
Replies: 4
Views: 1257

Re: Factorio crashed when exploring the edge of the map

Stack trace logging done 7880.586 Error Chunk.cpp:701: Trying to make chunk at unreasonable position [-32769, -9] Logger::writeStacktrace skipped. According to https://wiki.factorio.com/Map_generator the maximum map size is defined as 2,000,000 tiles each side. The square root of 4,000,000,000 is r...
by wobbycarly
Mon Jul 25, 2022 10:31 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Perfect half-lane split
Replies: 4
Views: 4735

Perfect half-lane split

I'm sure I've not seen these elsewhere, but surely someone else has worked it out before! You can use the side-load-onto-underground-trick to achieve a perfect split of 1 belt onto 2 half-belts.
Perfect lane split.gif
Perfect lane split.gif (5.2 MiB) Viewed 4735 times
by wobbycarly
Thu Jun 23, 2022 9:04 am
Forum: Ideas and Suggestions
Topic: Auto-sort chests when player opens inventory
Replies: 10
Views: 4393

Re: Auto-sort chests when player opens inventory

I raised a similar "bug" about the spidertron inventory not sorting and was advised that vehicles' inventories are excluded from sort due to performance issues. Can understand performance hits where there are likely many thousands of chests throughout a decent-sized base, but when cars/tan...
by wobbycarly
Sat May 21, 2022 1:58 am
Forum: Show your Creations
Topic: Prototype compact all science.
Replies: 1
Views: 2261

Re: Prototype compact all science.

Very nice! My next run I was looking to build an "every science pack" module that only takes in raw materials, so this is additional inspiration.

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