Search found 253 matches

by wobbycarly
Fri Mar 19, 2021 9:38 am
Forum: Not a bug
Topic: Large equipment grids produce scroll bars instead of stretching to fit the screen
Replies: 2
Views: 1480

Large equipment grids produce scroll bars instead of stretching to fit the screen

Similar to https://forums.factorio.com/viewtopic.php?f=11&t=91871&p=523175&hilit=modded+equipment+grids#p523175 The large equipment grid of the Spidertron MK3 (for example) requires a left-to-right scrollbar, even though it should be able to scale to the screen size. 2021-03-19 20_30_27-...
by wobbycarly
Tue Mar 09, 2021 8:13 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Compact-ish early game rocket fuel
Replies: 2
Views: 3210

Compact-ish early game rocket fuel

OK, may not strictly meet the requirements of this subforum, but I wanted to share my recent early game rocket fuel build. It's fairly compact, perfect ratio (solid to rocket) and I've not seen anything else in this vein. Hope someone enjoys it. Compact-ish Rocket Fuel.png 0eNq1nd1uG0cWhN+F12Qw/d/tV...
by wobbycarly
Sat Mar 06, 2021 8:16 am
Forum: General discussion
Topic: Find production on base, amnesia problem ;)
Replies: 10
Views: 3652

Re: Find production on base, amnesia problem ;)

It might help to enable the map feature that shows the machine recipe. And I think megabase is usually considered 1000 science per minute for 10 hours. But I'm sure that's open to interpretation! :D
by wobbycarly
Tue Mar 02, 2021 7:53 am
Forum: Ideas and Suggestions
Topic: When looking at the Filter setting on Filter inserters or Splitters, suggest items that are on the connected entity
Replies: 2
Views: 1337

Re: When looking at the Filter setting on Filter inserters or Splitters, suggest items that are on the connected entity

You’re right, that could work in more than 85% of cases. And it seems to be simple to implement it as mod first. I agree that it would be OK for about 85% of cases. There are times when one wishes to filter a splitter with something like fish or decon planner to prevent anything going down one side...
by wobbycarly
Sun Feb 21, 2021 4:18 am
Forum: Gameplay Help
Topic: Launch counter
Replies: 3
Views: 1716

Re: Launch counter

J-H wrote:
Sat Feb 20, 2021 9:50 pm
Is there a way to get the rocket launch counter back?
There's a mod for that... :lol:
by wobbycarly
Thu Feb 18, 2021 4:36 am
Forum: Outdated/Not implemented
Topic: Split Belt
Replies: 11
Views: 3942

Re: Split Belt

Being able to apply the splitter filter by lane would be another approach to solve the "only give me half the belt" problem. Not saying it's a good one... :D
by wobbycarly
Tue Feb 16, 2021 7:44 am
Forum: Gameplay Help
Topic: Personal trash slot not working??
Replies: 3
Views: 1882

Re: Personal trash slot not working??

And make sure you haven't disabled personal logistics (tick box at top of inventory screen.)
by wobbycarly
Sat Feb 13, 2021 4:20 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 25135

Re: Gigatrains: 720-car trains supplying a 10K science/min base

... man, it must suck if you need to cross the tracks when one of those behemoths passes. If that train is movin, anything that remotely touches it keels over, with that inertia. Where are those trains loaded? What kind of mines are they getting their ore from? Spidertron. :D "Train routing. I...
by wobbycarly
Fri Feb 12, 2021 6:12 am
Forum: Gameplay Help
Topic: Why "No Path"?
Replies: 7
Views: 2828

Re: Why "No Path"?

That's a very cool guess and I didn't think to look for it, but I did now and they're all pathable. edit: That said, perhaps the pathing engine can't figure out a path that requires switching to the reverse engine. Double-ended trains will only switch direction at stations, not at signals, not midw...
by wobbycarly
Tue Feb 09, 2021 7:39 am
Forum: Gameplay Help
Topic: Small Power Poles in Smelting Array not connecting
Replies: 9
Views: 3175

Re: Small Power Poles in Smelting Array not connecting

Calbrenar wrote:
Mon Feb 08, 2021 5:36 pm
@wobbycarly -- no biters involved at all
No, but the lack of connecting wires when placing by bots from ghosts is common. :)
by wobbycarly
Sat Feb 06, 2021 3:03 am
Forum: Ideas and Suggestions
Topic: Bigger miners covering a bigger area for mid and late game.
Replies: 10
Views: 3566

Re: Bigger miners covering a bigger area for mid and late game.

Sufficient mining productivity research would seem to me to make this redundant. Once you get to the point where 2 or 3 mines per side will fill a blue belt, the mining radius wouldn't really make much difference.
by wobbycarly
Sat Jan 23, 2021 9:46 am
Forum: Releases
Topic: Version 1.1.14
Replies: 14
Views: 15069

Re: Version 1.1.14

@Zeroji - thanks so much for sharing!
by wobbycarly
Sat Jan 23, 2021 9:04 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.13] using spidertron remote near train station selects station.
Replies: 3
Views: 2620

Re: [1.1.13] using spidertron remote near train station selects station.

AmericanPatriot wrote:
Sat Jan 23, 2021 2:30 am

This bug only happens if "drag map" is set to something other than left click.
I wondered why this was happening to me, and it hadn't yet been reported!
by wobbycarly
Wed Jan 20, 2021 10:29 am
Forum: Ideas and Suggestions
Topic: Dragable Train signals
Replies: 20
Views: 5577

Re: Dragable Train signals

It's a nice idea, but it's hard to say how it would work out practically. How would the signals know how long the space should be? Of course, in one sense you can do this already, using a blueprint with a grid. 100% agree. For example, I often use trains of different lengths within the same map, so...
by wobbycarly
Sun Jan 17, 2021 11:38 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54594

Re: Industrial Revolution 2 discussion

I found a very minor bug in a specific tooltip, just in case Deadlock is reading this... Factorio 1.1.12_IR-bug.png I tried IR1 and couldn't get into it, but I've managed to get over the start hump and IR2 is awesome. I especially love the attention to detail with the descriptions of the entities an...
by wobbycarly
Tue Jan 12, 2021 5:48 am
Forum: Gameplay Help
Topic: Plastic production coal-starved?? (solved)
Replies: 5
Views: 2269

Re: Plastic production coal-starved?? (solved)

Another option is to load the coal from the belt into a (limited) chest. Then every time the inserter swings to the chem plant, it will be a full handful. The inserter loading the chest will just keep working as required. Even in your limited space you can put the chest in the corner and have the in...
by wobbycarly
Tue Jan 12, 2021 5:43 am
Forum: Outdated/Not implemented
Topic: Make spidertron power its equipment grid
Replies: 5
Views: 2576

Re: Make spidertron power its equipment grid

exoskeltons? thats a weird way to spell lasers and shields :mrgreen: for now though, there is this mod https://mods.factorio.com/mod/spidertron-extended does all you want and more Looks interesting. I'll probably use it if I'll do a modded playtrough. For now I'm only using quality of life mods in ...

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