Search found 247 matches

by wobbycarly
Fri Jun 28, 2024 9:19 am
Forum: Not a bug
Topic: [1.1.107] Spidertron inventory filter bug
Replies: 4
Views: 329

Re: [1.1.107] Spidertron inventory filter bug

I logged the same thing a long time ago (can't find the original post), and apparently it's too much of a performance hit to auto-sort the Spidertron inventory.
by wobbycarly
Fri Jun 28, 2024 9:12 am
Forum: Ideas and Requests For Mods
Topic: Can you help me?
Replies: 1
Views: 164

Re: Can you help me?

I haven't used it myself, but this might help: https://mods.factorio.com/mod/FARL

However, I suggest you still learn how the rail system works first. You can probably still make a "bad" rail network with this mod, as I believe that you need to design the blueprints that FARL will put down.
by wobbycarly
Sun Jun 23, 2024 3:25 am
Forum: Gameplay Help
Topic: Is this 8 belt balancer efficient?
Replies: 9
Views: 823

Re: Is this 8 belt balancer efficient?

If you put a splitter either before (and/)or after the double-splitter in the middle, you will at least get some mixture between the two sides. And I assume the yellow belts will be updated to red... ;)
by wobbycarly
Tue Jun 11, 2024 10:08 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 388
Views: 41257

Re: Friday Facts #414 - Spoils of Agriculture

Green and especially blue science takes a god-awful amount of time to produce, especially at a small scale. And modules don't help much. Then increase the scale. That's the core challenge of this game :) Also judging by the screenshots (fix:) purple and yellow science (as we know them today) are go...
by wobbycarly
Wed May 22, 2024 10:51 am
Forum: Gameplay Help
Topic: Building beautifully
Replies: 1
Views: 432

Re: Building beautifully

This might give you some inspiration: https://www.youtube.com/watch?v=pM5yo95 ... oo6-07kaJk
by wobbycarly
Sun Apr 28, 2024 3:16 am
Forum: Gameplay Help
Topic: Train blueprints
Replies: 10
Views: 2129

Re: Train blueprints

You may or not may not be aware of the debug feature (<F4> by default) that can enable the map grid-lines. The dark grid-lines are the "chunks" (32 x 32 squares), so one approach is if you make all your blueprints to take up and fit in full chunks (1x1, 1x2, 1x3, 2x2, etc), then you know c...
by wobbycarly
Sat Apr 06, 2024 5:37 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 21515

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Dial-up wrote:
Sat Apr 06, 2024 12:56 am
why in the 4th iteration there are inserters in the member list?
Probably because they are holding items in their hand.
by wobbycarly
Sat Mar 16, 2024 3:41 am
Forum: Balancing
Topic: Nerf barrels and buff liquid tanks!
Replies: 21
Views: 8944

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: 460

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: 1044

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: 1865

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: 1135

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: 733

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 702 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: 227
Views: 58886

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: 739

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: 2252

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: 3559

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: 1116

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: 874

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: 3433

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...

Go to advanced search