Search found 241 matches

by wobbycarly
Sat May 21, 2022 1:58 am
Forum: Show your Creations
Topic: Prototype compact all science.
Replies: 1
Views: 2329

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: 4273

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: 1488

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: 1488

[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: 1736

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: 1020

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: 10
Views: 4997

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: 10
Views: 4997

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: 4001

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: 1710

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: 1297

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
by wobbycarly
Sun Jan 30, 2022 2:02 am
Forum: Gameplay Help
Topic: Beast finder or Item finder?
Replies: 2
Views: 957

Re: Beast finder or Item finder?

You could use a deconstruction planner filtered for "item on ground"
by wobbycarly
Mon Jan 24, 2022 6:32 am
Forum: Gameplay Help
Topic: Train Pathing Issues
Replies: 5
Views: 1173

Re: Train Pathing Issues

I'm guessing "experience"... :D One hint is to hover a signal in your hand in the area, and the rail "blocks" are highlighted. This can show you why blockages occur. The other thing to try is from the train menu hold Ctrl and then see how far along the track the train will path b...
by wobbycarly
Sat Jan 22, 2022 6:43 am
Forum: Ideas and Suggestions
Topic: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
Replies: 6
Views: 1539

Re: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory

When using smart belt dragging, undergrounds are automatically placed when an obstacle is detected. However, if there are no undergrounds in inventory, a straight belt is placed. When there are objects on the belt, this will cause side-loading. Ghost underground belts should be placed instead. With...
by wobbycarly
Wed Jan 19, 2022 10:11 am
Forum: Ideas and Suggestions
Topic: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
Replies: 6
Views: 1539

Smart belt dragging should place ghost undergrounds if no undergrounds in inventory

TL;DR When using smart belt dragging, undergrounds are automatically placed when an obstacle is detected. However, if there are no undergrounds in inventory, a straight belt is placed. When there are objects on the belt, this will cause side-loading. Ghost underground belts should be placed instead...
by wobbycarly
Mon Dec 20, 2021 7:07 am
Forum: Technical Help
Topic: spidertron remote shift right click not working
Replies: 10
Views: 2138

Re: spidertron remote shift right click not working

Maybe check your key bindings?
by wobbycarly
Sat Nov 27, 2021 12:54 am
Forum: Ideas and Suggestions
Topic: Shoot artilery with an optional different key
Replies: 5
Views: 1678

Re: Shoot artilery with an optional different key

You could remap the "move map" from left mouse to something else (eg, right mouse, or middle mouse)
by wobbycarly
Sun Nov 21, 2021 1:36 am
Forum: Railway Setups
Topic: The unloved junctions
Replies: 4
Views: 3408

Re: The unloved junctions

Thank you for the very informative, educational and entertaining collection of interesting junctions. Now I just need to figure out how to use them in my factory... :D
by wobbycarly
Tue Nov 09, 2021 7:55 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: UPS optimized smelting - belts only
Replies: 15
Views: 6130

Re: UPS optimized smelting - belts only

DaveMcW wrote:
Tue Nov 09, 2021 1:23 am
Belter wrote:
Mon Nov 08, 2021 10:52 pm
UPS optimized
Belter wrote:
Mon Nov 08, 2021 10:52 pm
I like the lights
Contradiction!
If they were wired to a constant combinator to keep them on all the time, would that save UPS?
by wobbycarly
Tue Nov 02, 2021 4:48 am
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 92
Views: 33635

Re: What are the most impractical items in Factorio?

Pistols.. In vanilla, pistols have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about ...

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