Search found 241 matches

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: 2955

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: 14243

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: 2202

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: 4749

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: 47839

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: 1928

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: 2079

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 ...
by wobbycarly
Fri Jan 08, 2021 8:05 am
Forum: Releases
Topic: Version 1.1.8
Replies: 26
Views: 23475

Re: Version 1.1.8

AmericanPatriot wrote:
Fri Jan 08, 2021 4:37 am

Something about workflow and updating
I've been reading these forums for too long when I get this joke with no further explanation... :D
by wobbycarly
Thu Jan 07, 2021 6:34 am
Forum: Not a bug
Topic: [1.1.6] Spidertron assembly machine requester chest problem
Replies: 10
Views: 2522

Re: [1.1.6] Spidertron assembly machine requester chest problem

Keep in mind that the copy-paste option assigns enough materials to support 30 seconds of production. Spidertron takes 10 seconds base. Using a level 3 assembler (and/or speed modules) will speed this up, resulting in more materials. If you really want to be making 'trons that quickly :D you will ne...
by wobbycarly
Mon Jan 04, 2021 6:05 am
Forum: Balancing
Topic: Make Nuclear Fuel Rods Harder :D !...
Replies: 5
Views: 2537

Re: Make Nuclear Fuel Rods Harder :D !...

*snip* I rly don't understand ppl who use Solars as main Source of energy :x... Soalrs were good but before Nuclear was added to game... Solars are just waste of time and waste of energy and resources So they are pretty fine xDDD *snip* When building really large bases, solar rules over nuclear whe...
by wobbycarly
Mon Dec 21, 2020 7:59 am
Forum: Outdated/Not implemented
Topic: Complete Splitter Failure
Replies: 13
Views: 3315

Re: Complete Splitter Failure

I like this idea. Not that I've had a strong use case, but I've always wondered why we can't separate the output priority and the filter. I can completely understand what you want: force EVERYTHING through one side of the splitter, and ONLY if there's no space, filter out something on the non-priori...
by wobbycarly
Thu Dec 17, 2020 5:49 am
Forum: Ideas and Suggestions
Topic: Would it be possible to make it harder to take off armor?
Replies: 24
Views: 5605

Re: Would it be possible to make it harder to take off armor?

While I agree with your premise that it is unusual to take armour off completely (as opposed from swapping loadouts), why don't you just "F" and pick it all up yourself once you've re-dressed yourself? I've never reloaded just because of an inventory vomit. Sure, I could. But the point is...
by wobbycarly
Wed Dec 16, 2020 10:29 am
Forum: Ideas and Suggestions
Topic: Implement an early game drone that assists with deconstruction
Replies: 10
Views: 2529

Re: Implement an early game drone that assists with deconstruction

nosports wrote:
Tue Dec 15, 2020 8:57 am
i like this mod : https://mods.factorio.com/mod/Construction_Drones

i feel its perfectly in style for early bots.....
Yeah, another good one - I forgot about that.
by wobbycarly
Wed Dec 16, 2020 10:28 am
Forum: Questions, reviews and ratings
Topic: New Game+ alternatives
Replies: 2
Views: 1322

Re: New Game+ alternatives

Bilka wrote:
Tue Dec 15, 2020 8:17 pm
Just wait. I'm on vacation until new years and then have uni exams, so it'll only be like a month until I can start looking at updating my (harder to update) mods.
How dare you have a life outside Factorio! :D
by wobbycarly
Wed Dec 16, 2020 10:24 am
Forum: Ideas and Suggestions
Topic: Would it be possible to make it harder to take off armor?
Replies: 24
Views: 5605

Re: Would it be possible to make it harder to take off armor?

*snip* Now you have to have your bots pick up everything, or just load your last save and hope it wasn't too long ago. *snip* While I agree with your premise that it is unusual to take armour off completely (as opposed from swapping loadouts), why don't you just "F" and pick it all up you...
by wobbycarly
Sun Dec 13, 2020 5:50 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498974

Re: Simple Questions and Short Answers

It's also a feature in 1.1.5 where you can mark it on the map. Can you explain, what you mean by that? Sorry for my brief cryptic comment... In the same way you can turn pollution on an off (using the icons under the mini-map) you can also enable "Show assembler recipe" (or similar) in th...
by wobbycarly
Sat Dec 12, 2020 8:58 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498974

Re: Simple Questions and Short Answers

Quick question : Is there a mod or feature that allows you to FIND WHERE you are producing a certain item, on the map? I use logistic bots, and I didn't label everything, so, for example: It's impossible to find the one Assembling Machine that is producing Chemical Plants, when I have over 1k Assem...
by wobbycarly
Wed Dec 09, 2020 7:32 am
Forum: Not a bug
Topic: [1.1.5] Unintended consequence of waypoints and train limits
Replies: 7
Views: 2632

Re: [1.1.5] Unintended consequence of waypoints and train limits

Do you really need waypoints anymore? The train limits make them unnecessary. If you have more trains than destination stations available (eg, deliberate product backlog) then having them go to a waypoint station in a holding yard/train stacker prevents them blocking a loading station or the main l...

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