Search found 242 matches

by wobbycarly
Tue Nov 02, 2021 4:48 am
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 92
Views: 34267

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: 34267

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: Ideas and Suggestions
Topic: Being able to move map tags once placed
Replies: 22
Views: 7419

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: 13229

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: 3620

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: 42685

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.
by wobbycarly
Sun Aug 22, 2021 2:07 am
Forum: Gameplay Help
Topic: Drones keep getting stuck in infinite recharge loop
Replies: 6
Views: 2224

Re: Drones keep getting stuck in infinite recharge loop

...Im also having trouble with my remote construction Spidertrons not dropping off excess wood, rock, (and even modules and etc that I dont even understand HOW or WHERE they picked up all the way out there). They are in range of a storage box but refuse to drop off the materials despite being progr...
by wobbycarly
Tue Aug 17, 2021 7:55 am
Forum: Combinator Creations
Topic: Simple 7 segments digit
Replies: 1
Views: 1573

Re: Simple 7 segments digit

Nice one. There are a few other options over at this thread: viewtopic.php?f=193&t=19825
by wobbycarly
Sun Aug 15, 2021 1:39 am
Forum: Ideas and Requests For Mods
Topic: Fast replace entire belt
Replies: 3
Views: 1466

Re: Fast replace entire belt

Good points - I guess I play (relatively) unmodded that I couldn't see some of the more specific use cases.
by wobbycarly
Sat Aug 14, 2021 1:50 am
Forum: Ideas and Requests For Mods
Topic: Fast replace entire belt
Replies: 3
Views: 1466

Re: Fast replace entire belt

How is this different from the upgrade planner (OK, requires robots), or "quick-replace" (laying the new belt directly over the top of the existing belt)?
by wobbycarly
Mon Aug 09, 2021 7:26 am
Forum: Not a bug
Topic: Rocket Auto Launch not Working Properly
Replies: 3
Views: 1457

Re: Rocket Auto Launch not Working Properly

I even recently accidentally sent 7 copper ore to space, as I was using an unfiltered chest to store satellites. "Expensive" mistake! :D
by wobbycarly
Fri Aug 06, 2021 8:25 am
Forum: General discussion
Topic: Megabase ideas
Replies: 10
Views: 4895

Re: Megabase ideas

Something like this? I'm enjoying it.

https://mods.factorio.com/mod/SciencePackGalore
by wobbycarly
Mon Aug 02, 2021 7:45 am
Forum: Ideas and Suggestions
Topic: Oil refinery should only show the pipes used in the chosen recipe
Replies: 8
Views: 2406

Re: Oil refinery should only show the pipes used in the chosen recipe

'Alt' mode already does this. IMO, we should instead be encouraging new players to enable 'Alt' mode.
by wobbycarly
Mon Jul 12, 2021 7:52 am
Forum: Balancing
Topic: Walls need to be cheaper
Replies: 11
Views: 4782

Re: Walls need to be cheaper

Without giving too much away, have you considered using other entities rather than walls as a barrier? There are some items - admittedly with fewer hit points than walls - that are much cheaper to construct (time and materials) but can be nearly as effective, so long as the player can't squeeze betw...
by wobbycarly
Tue Jul 06, 2021 8:36 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 510802

Re: Simple Questions and Short Answers

I'm far from an expert at analysing those stats, but it looks to me like your electricity updates are larger than expected - are all those small networks independent? I believe separate electricity is bad for UPS. But the main culprit appears to be the "Render Preparation", which makes sen...
by wobbycarly
Sun Jul 04, 2021 3:28 am
Forum: Show your Creations
Topic: My compact monster
Replies: 10
Views: 5636

Re: My compact monster

The splitter/long-handed combination is cool. I wouldn't have thought it would be fast enough to feed that copper wire machine on it's own though...
by wobbycarly
Mon May 31, 2021 8:41 am
Forum: Not a bug
Topic: parameters of robots, railway signals etc., visible on the map
Replies: 4
Views: 1618

Re: parameters of robots, railway signals etc., visible on the map

I was having this "issue" as well, with my thinking being that the setting didn't persist between loading/saving, but I couldn't replicate it. I never knew that "Alt" would turn these on and off in map view! :o And I can't see anywhere in the settings that suggests Alt does this,...

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