Search found 252 matches

by wobbycarly
Thu Sep 05, 2024 9:31 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 206
Views: 67294

Re: The order of construction

… The rendering cost and simulation cost to them is miniscule, and if it actually matters to your computer it might not be suited for Factorio in general. For my PC, the high load is not a problem. But for my nerves, it is a serious problem, waiting for the drones to bother to build what I need. It...
by wobbycarly
Tue Sep 03, 2024 9:55 am
Forum: Ideas and Suggestions
Topic: Telling inserters where to place items on transport belts
Replies: 32
Views: 21501

Re: Manipulator – Which lane should I put it in, Which strip should I take it from

Some people would argue that this is part of the challenge of dealing with belts and inserters.

I'd be one of those people. Lane selection would trivialise part of the fun of the design process.
by wobbycarly
Thu Aug 22, 2024 9:05 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: My future megabase
Replies: 3
Views: 399

Re: My future megabase

Depending on your target SPM, double the production, then double it again! :D
by wobbycarly
Tue Aug 13, 2024 8:37 am
Forum: Railway Setups
Topic: Intangir's Vanilla Train Network (w/ smart depo) v0.9
Replies: 10
Views: 10349

Re: Intangir's Vanilla Train Network (w/ smart depo) v0.9

Stupid question, but what is the advantage to naiive system like follows: - Trains have schedule "pickup -> depot -> delivery -> depot" - Delivery and Pickup set their own train limit to 0 if they cant supply / have enough, otherwise it is 1 Train limits didn't exist back in 2019/2020 whe...
by wobbycarly
Fri Jun 28, 2024 9:19 am
Forum: Not a bug
Topic: [1.1.107] Spidertron inventory filter bug
Replies: 4
Views: 404

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: 214

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: 1181

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: 390
Views: 48810

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: 479

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: 2625

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: 24064

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: 9443

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: 520

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: 1161

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: 2107

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: 1191

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: 807

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 776 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: 63295

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: 825

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.

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