Search found 253 matches

by wobbycarly
Sat Feb 26, 2022 3:31 am
Forum: This Forum
Topic: Do donation to causes belong here?
Replies: 9
Views: 4509

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Forum: Outdated/Not implemented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: 2089

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: 1499

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: 1090

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: 1352

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: 1770

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: 1770

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: 2564

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: 1983

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: 3895

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: 7053

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: 37978

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 ...
by wobbycarly
Mon Oct 18, 2021 7:42 am
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 92
Views: 37978

Re: What are the most impractical items in Factorio?

What's an efficiency module? :D
by wobbycarly
Mon Oct 11, 2021 7:45 am
Forum: Implemented in 2.0
Topic: Being able to move map tags once placed
Replies: 25
Views: 8838

Re: Being able to move map tags once placed

+! to the original suggestion. I have recently had a need to do so, and obviously someone else beat me to the suggestion.
by wobbycarly
Tue Sep 28, 2021 5:51 am
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 38
Views: 14579

Re: Anyone standardizing on very long trains?

The only minor issue now is laying down rail. I was gridding the entire map with roboports and radar before and it worked amazingly well for a lot of things, but that was a little tedious and I suspect very non fps friendly. Also, not researching logistics so there's that. What works for me is sett...
by wobbycarly
Fri Sep 03, 2021 8:31 am
Forum: Gameplay Help
Topic: Rocket silo doesn't always produce white science
Replies: 10
Views: 4291

Re: Rocket silo doesn't always produce white science

You could install the "Rocket Silo Stats" mod to check what has been launched. (Although I'm not 100% sure that it will record what has been launched prior to the mod being installed.)
by wobbycarly
Tue Aug 24, 2021 8:08 am
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 46011

Re: [0.17] Even Distribution

Gainedbedrock wrote:
Tue Aug 24, 2021 5:57 am
I found a bug, I just pressed shift+c
Update the mod.

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