Search found 230 matches

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: 190

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: 333

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: 1532

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: 1532

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: 711

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: 619

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: 606

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: 1330

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 1330 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: 1467

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: 1174

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.
by wobbycarly
Mon May 09, 2022 7:14 am
Forum: Gameplay Help
Topic: Ratio for all production chains
Replies: 4
Views: 1247

Re: Ratio for all production chains

This should help...

http://kirkmcdonald.github.io/calc.html

You can also consider installing a mod like "Max Rate Calculator" to help in-game.
by wobbycarly
Tue Apr 26, 2022 8:16 am
Forum: Duplicates
Topic: [1.1.57] Using upgrade planner on a "copy" removes ability to select station names
Replies: 3
Views: 804

Re: [1.1.57] Using upgrade planner on a "copy" removes ability to select station names

Internally this is the same behavior as https://forums.factorio.com/87343 So you're saying that after using the upgrade planner, the BP is effectively saved along with the status of the "Station names" checkbox? So when the upgraded BP is available, because the station names weren't origi...
by wobbycarly
Sat Apr 23, 2022 9:54 am
Forum: Duplicates
Topic: [1.1.57] Using upgrade planner on a "copy" removes ability to select station names
Replies: 3
Views: 804

[1.1.57] Using upgrade planner on a "copy" removes ability to select station names

I was copying/pasting some stations and found that if you use the upgrade planner without selecting "Train stop names", then the tick box disappears. If you select "Train stop names" before applying the upgrade planner, then the tick box is still available, but unticked. I only t...
by wobbycarly
Mon Apr 11, 2022 9:46 am
Forum: Gameplay Help
Topic: How to see beneath construction/logistic bot module icon?
Replies: 5
Views: 963

Re: How to see beneath construction/logistic bot module icon?

Excuse me being a little tongue in cheek, but I reckon you have 2 options: 1. Build the required modules so the icons disappear. 2. RIght-click the icon to remove it, and then add the modules later when they become available. Seriously, though, I'm not aware of any way to move the "missing modu...
by wobbycarly
Tue Mar 01, 2022 7:22 am
Forum: Ideas and Requests For Mods
Topic: 3D via surfaces?
Replies: 1
Views: 574

Re: 3D via surfaces?

Sounds somewhat like the Factorissimo mod.
by wobbycarly
Sun Feb 27, 2022 1:37 am
Forum: Balancing
Topic: Inserters pick up LOTS faster on a curved belt
Replies: 8
Views: 2208

Re: Inserters pick up LOTS faster on a curved belt

Feel a bit stupid now knowing that's on the Wiki. :oops: I did try searching the forum, but my terms mustn't have been accurate. I love how this game still has so much to reveal... @disentius, thanks for the cool image - I can't see the difference in construction between the 2 setups in the bottom r...
by wobbycarly
Sat Feb 26, 2022 6:33 am
Forum: Balancing
Topic: Inserters pick up LOTS faster on a curved belt
Replies: 8
Views: 2208

Inserters pick up LOTS faster on a curved belt

I wasn't sure where to post this one... It's merely an observation that I've finally made after too many hours playing (plus the countless hours watching others play!) Forgive me if it's one of those things that EVERYONE knows :roll: I was setting up a train station and due to it being a little cram...
by wobbycarly
Sat Feb 26, 2022 3:31 am
Forum: This Forum
Topic: Do donation to causes belong here?
Replies: 9
Views: 2478

Re: Do donation to causes belong here?

As a regular reader, and sometimes contributor, to this forum, I think it is a very polite and subtle way to provide the information without preaching. Over here in Australia, I would have no idea how to provide any financial assistance to people in Europe.
by wobbycarly
Thu Feb 17, 2022 11:18 am
Forum: Outdated/Not implemented
Topic: A lane splitter for controlling transport belt lanes
Replies: 3
Views: 835

Re: A lane splitter for controlling transport belt lanes

One could argue that balancing lanes and managing draw/output is part of puzzle side of the game...
by wobbycarly
Sun Feb 06, 2022 9:11 am
Forum: Ideas and Suggestions
Topic: Make it clearer when an object is connected to a network
Replies: 3
Views: 686

Re: Make it clearer when an object is connected to a network

I played a few thousand hours before I reailsed those 2 (logistic/circuit) connections existed on the inserter interface.

+1

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