Search found 293 matches

by wobbycarly
Fri Sep 19, 2025 8:28 am
Forum: Not a bug
Topic: [2.0.66] Cannot super force build over space ship remnants
Replies: 1
Views: 186

Re: [2.0.66] Cannot super force build over space ship remnants

Those items have a property non-destructable=true which means they can't be built on and robots won't pick them up.

There's a better description elsewhere, but I can find it. This tells part of the story.
viewtopic.php?p=508910&hilit=destructable#p508910
by wobbycarly
Tue Aug 19, 2025 8:42 am
Forum: General discussion
Topic: People who have just one save file...why?
Replies: 34
Views: 2998

Re: People who have just one save file...why?



How old are you? I guess you're a bit older. Probably you grew up with computers malfunctioning, hardware and software. A sudden crash, and all your work is destroyed, because there are no autosaves. Someone who grew up with earlier computers will save every few minutes as reflex. In contrast to ...
by wobbycarly
Fri Aug 15, 2025 7:23 am
Forum: Gameplay Help
Topic: Next to no Tungsten nor Coal on Vulcanus?
Replies: 9
Views: 1020

Re: Next to no Tungsten nor Coal on Vulcanus?

If you don't mind "cheating" you could go into editor and scout around. Reload your game to reset the map to unexplored.
by wobbycarly
Mon Jul 21, 2025 8:47 am
Forum: Gameplay Help
Topic: splitter bug / problem
Replies: 6
Views: 506

Re: splitter bug / problem

The first one will also jam if items are only on one (wrong) side of the belt. Side loading an underground only lets through the product that hits the "open" half of it.
by wobbycarly
Tue Jul 01, 2025 9:10 am
Forum: Not a bug
Topic: Cannot remove modules from assembly machine without recipe
Replies: 1
Views: 245

Cannot remove modules from assembly machine without recipe

I tried a search but didn't get any relevant results...

I had some assembly machines with speed modules inserted. Upon clearing the recipe, and before selecting a new recipe, there doesn't seem to be a way to remove the modules from the machine in remote view. (I'm not on the same planet)

When I ...
by wobbycarly
Sun Jun 15, 2025 7:36 am
Forum: Not a bug
Topic: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
Replies: 4
Views: 724

Re: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty

With the output full, the assembler won't do anything anyway. Removing the spoilage from the input slot will result in more Yumako being loaded, but nothing done with it, and it will just spoil, so I don't see any benefit of changing the current behaviour.
by wobbycarly
Tue Jun 03, 2025 9:03 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.54] Vehicle auto-reload
Replies: 3
Views: 3608

Re: [boskid][2.0.54] Vehicle auto-reload

Will the vehicle auto-load if the existing quality ammo runs out, but there is other quality available?

viewtopic.php?t=123858
by wobbycarly
Mon Jun 02, 2025 9:45 am
Forum: Ideas and Suggestions
Topic: Ability for Inserters to downgrade quality
Replies: 6
Views: 1002

Re: Ability for Inserters to downgrade quality


1. Quality is punishing to experiment with. [...] If Quality items build up, they can cause a partial or complete shutdown of the factory. If a player decides they no longer want use quality, they need to go through and completely filter out all quality items previously produced. [...]

Hard ...
by wobbycarly
Tue May 13, 2025 8:58 am
Forum: Gameplay Help
Topic: Legendary Mech Armor
Replies: 39
Views: 6205

Re: Legendary Mech Armor

SirSmuggler wrote: Tue May 13, 2025 7:58 am You can recycle holmium plates in to homlium plates. So slap quality modules in the recycler and feed it holmium plates.
This.
by wobbycarly
Fri May 09, 2025 8:35 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 117533

Re: Gleba has killed the game for me.



I've really enjoyed my time on Gleba (this time!)


It's interesting that you say "this time". Because I think a lot of the issues people have with Gleba are to do with the learning curve. There are a lot of new concepts thrown at you all at once in a high pressure environment, and you need to ...
by wobbycarly
Wed May 07, 2025 8:41 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 117533

Re: Gleba has killed the game for me.


Gleba has revived the game for me.


I'm only on my second 2.0 playthrough, and I am close to agreeing with you... I've really enjoyed my time on Gleba (this time!) and keep coming up with ideas for new configurations. And the fact that resources are essentially infinite once you are planting ...
by wobbycarly
Mon Apr 14, 2025 10:23 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Just another Kovarex setup
Replies: 0
Views: 1151

Just another Kovarex setup

So I'm quite happy with my new SA Kovarex setup, made more simple with the new feature to read machine contents.

0eNrlXe1u27gSfRf9lhf8JlXsPsmiCBxHSYU6tleWe7co8u6XlJNYdUT7zGwvrrxCflhKmKPDwxmSIofjH8X9+lDv2mbTFZ9+FM1qu9kXn/78Ueybp81ynX63WT7XxadiVW+6tnk8PNXFS1k0m4f67+KTfClHinbtcrPfbdtucV ...
by wobbycarly
Mon Apr 07, 2025 8:08 am
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 27
Views: 4684

Re: Uranium and ammo shipping too expensive


*snip*
But before you get the railgun, arming a platform that travels back and forth from Aquilo takes ages because you can't make rockets very quickly with the resources your asteroid catchers bring in.
*snip*


The logic of your post is sound to me, but on this particular point, one possible ...
by wobbycarly
Fri Apr 04, 2025 8:13 am
Forum: General discussion
Topic: Space Age feels too scripted
Replies: 15
Views: 6307

Re: Space Age feels too scripted


*snip*
You can still use a lot of bots or not at all.

*snip*


I agree with most of what you wrote, but not this one. I believe it's extremely difficult to manage rocket logistics without bots. To use belts, one would need to either have a dedicated rocket for each item to be launched to space ...
by wobbycarly
Thu Apr 03, 2025 7:56 am
Forum: Ideas and Suggestions
Topic: Roboport circuit setting
Replies: 4
Views: 485

Re: Roboport circuit setting

Oh I missed that bit, and just assumed that roboports could be set to read from the logistics network. I think there's a bug - or at least poor UI/UX...

I created a logistics group in my personal inventory.


04-03-2025, 18-51-48.png



But it's not possible to choose this on the roboport, even ...
by wobbycarly
Wed Apr 02, 2025 9:55 am
Forum: Ideas and Suggestions
Topic: Roboport circuit setting
Replies: 4
Views: 485

Re: Roboport circuit setting

You mean like this?
04-02-2025, 20-55-00.png
04-02-2025, 20-55-00.png (78.29 KiB) Viewed 427 times
by wobbycarly
Mon Mar 31, 2025 8:06 am
Forum: Ideas and Suggestions
Topic: Construction bots should follow logistic chest priority (space age version)
Replies: 5
Views: 813

Re: Construction bots should follow logistic chest priority (space age version)

You could use a little circuit contraption to read the number of items in the logistics network, and only request more from space when you are running out of local supplies.
by wobbycarly
Sat Mar 15, 2025 2:09 am
Forum: Gameplay Help
Topic: Deadlock. Why?
Replies: 5
Views: 923

Re: Deadlock. Why?

Just to add a little more detail to previous posts, it would help to add chain signals like this:
03-15-2025, 13-08-36.png
03-15-2025, 13-08-36.png (990.53 KiB) Viewed 753 times
This will separate the 2 vertical train lines.
by wobbycarly
Fri Feb 28, 2025 7:41 am
Forum: Ideas and Suggestions
Topic: Cargo bay throughput alternative: cargo hatches
Replies: 6
Views: 1188

Re: Cargo bay throughput alternative: cargo hatches



train-chests example: https://youtu.be/SWa6hAqsh_Y?si=V-hTuOQzHiXFQhAo


Thanks for showing this, however-
I fail to see how that relates to my proposal in any way: the cargo hatch would have a "progress bar" during which it is pulling the item from the main landing pad, and in that time you ...

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