Search found 253 matches

by wobbycarly
Wed May 15, 2019 12:17 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.1] Copy BP into Quickbar
Replies: 5
Views: 3667

Re: [Twinsen] [0.17.1] Copy BP into Quickbar

I was exploiting the temporary save to quickbar to allow me to edit a copy before pasting. I could Ctrl-C, place in quickbar, right-click to edit, then paste. I guess now I have to actually take a blueprint, and delete it afterwards. Any other way to modify a Cut or Copy?
by wobbycarly
Fri May 03, 2019 12:31 am
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 46960

Re: Factories

*snip* The map shot above reveals an unusual T-Junction design in the rail system. Maybe others have used this design too I've not seen it. Factories10T-JunctionUTurn.jpg :idea: Going into the T-junction allows for a U-turn. *snip* I love this intersection. It's going to be my new go-to. When using...
by wobbycarly
Fri Apr 12, 2019 5:35 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1645
Views: 568461

Re: Simple Questions and Short Answers

Upgrade planner only replaces entities with higher-tier counterparts . In order to switch your setup out for a larger setup, you would need a blueprint of the larger setup, which you can then apply by first using the deconstruction planner to clear the area, and then plonk the blueprint down. You c...
by wobbycarly
Tue Apr 09, 2019 1:27 am
Forum: Gameplay Help
Topic: How to empty pipes already assigned to a fluid/gas?
Replies: 3
Views: 1561

Re: How to empty pipes already assigned to a fluid/gas?

kurtzilla wrote:
Tue Apr 09, 2019 1:10 am
Any tips on how to do this?
Robots :) I agree this is a bit of an issue with the way pipes are "assigned" a fluid.
by wobbycarly
Sun Mar 31, 2019 11:09 pm
Forum: Ideas and Suggestions
Topic: Indicating empty pipes
Replies: 4
Views: 1624

Re: Indicating empty pipes

I second (or third?) this.
by wobbycarly
Wed Mar 27, 2019 8:23 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 157211

Re: Digital Display, Yay!

OK, here goes, putting myself out for ridicule when showing my ignorance. Correct me if I'm wrong, but my conclusion is that Factorio is using 32-bit signed integers, right? So when using the top bits, the first bit is the sign. So when we left-shift the large numbers by the value of the number to d...
by wobbycarly
Tue Mar 26, 2019 10:55 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 157211

Re: Digital Display, Yay!

DaveMcW wrote:
Sun May 28, 2017 9:12 am
spreadsheet.png
Hi DaveMcW, thanks for the reply. I had somehow missed this post of yours in which a picture saves 1000 words! I still don't fully understand it, but maybe a few re-reads will help!
by wobbycarly
Tue Mar 26, 2019 9:24 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 157211

Re: Digital Display, Yay!

I don't want to just blindly copy-and-paste - I've tried looking into it, but can someone please explain the "32-bit trick" and how the bit left-shifting works? I kind of get it at a high level, but cannot work the maths to know how the values are programmed into the constant combinator. T...
by wobbycarly
Tue Mar 05, 2019 10:45 am
Forum: Duplicates
Topic: [0.17.5] Campaign - GUI broken
Replies: 2
Views: 932

Re: [0.17.5] Campaign - GUI broken

Apologies for the duplicate - I tried to search, really, I did!
by wobbycarly
Tue Mar 05, 2019 9:02 am
Forum: Duplicates
Topic: [0.17.5] Campaign - GUI broken
Replies: 2
Views: 932

[0.17.5] Campaign - GUI broken

The minimap, science progress, hover tips are all broken (See RHS of screenshot.)
by wobbycarly
Fri Mar 01, 2019 8:58 am
Forum: Duplicates
Topic: [0.17.3] Map Generator Options Cut Off By Preview
Replies: 4
Views: 1616

Re: Minor Bug? Map Preview

I have similar issues... the menu on the LHS is truncated, the mod button is overwritten by the Close Preview button, and the Play button is huge.

Screenshot attached. Not sure if this has been reported already, so apologies for any duplicates.
by wobbycarly
Tue Jan 29, 2019 4:20 am
Forum: Ideas and Suggestions
Topic: Adjustable roboport range
Replies: 6
Views: 3175

Adjustable roboport range

I had a friend suggest this to me, and so I created an account just so I could post the idea, because I think it's brilliant. I suggest having a slider on roboports to be able to adjust the size of the logistics zone. This will allow the player to construct separate roboport networks and have more c...

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