Search found 123 matches

by CJ5Boss
Fri Jan 18, 2019 5:14 pm
Forum: Gameplay Help
Topic: Railway Tutorial
Replies: 6
Views: 176

Re: Railway Tutorial

There is also a really good one on steam, it is called Rail Signals for Dummies if I am correct. It helped me a lot and is pretty straightforward. https://steamcommunity.com/sharedfiles/filedetails/?id=875859174 The author does not understand chain signals, the examples show with one exemption how ...
by CJ5Boss
Thu Jan 17, 2019 5:05 pm
Forum: Gameplay Help
Topic: Railway Tutorial
Replies: 6
Views: 176

Re: Railway Tutorial

There is also a really good one on steam, it is called Rail Signals for Dummies if I am correct. It helped me a lot and is pretty straightforward.

https://steamcommunity.com/sharedfiles/ ... =875859174
by CJ5Boss
Thu Jan 17, 2019 3:42 pm
Forum: Translations
Topic: Plurals in technology names
Replies: 5
Views: 208

Re: Plurals in technology names

This may be unpopular, but the reason I said singular is because that is, how I see it, the way it is. When you research, you do not unlock "many rocket silos." You unlock one (singular) rocket silo crafting recipe, hence why it should say "Rocket Silo".
by CJ5Boss
Thu Jan 17, 2019 3:39 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 67
Views: 2884

Re: Vote ban

henke37 wrote:
Wed Jan 16, 2019 5:19 pm
Let players vote out people they don't like. Such as griefers. Let the server owner disable it if they don't like it.
Did you notice the loophole pointed out earlier? If the server has a majority of griefers, this voting system will not work. This was mentioned earlier in the thread.
by CJ5Boss
Thu Jan 17, 2019 3:17 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 67
Views: 2884

Re: Vote to Kick/Ban

The owner of the server should be required to appoint an admin with these capabilities so that they both have the ability to kick if one is away, to fix the loopholes. The owner can also appoint anyone else they wish but if there are at least 3-4 people, the owner must appoint one online, or, if the...
by CJ5Boss
Wed Jan 16, 2019 3:02 pm
Forum: Ideas and Suggestions
Topic: Suggestion about Planet impact on our factories
Replies: 4
Views: 125

Re: Suggestion about Planet impact on our factories

That would be interesting, though it will probably not come in vanilla play. I know the devs talked about adding some DLC in the future once the game is out of early access, maybe this would be a possibility. What I'm wondering is if it is moddable. There are already some terrain-changing mods, like...
by CJ5Boss
Wed Jan 16, 2019 1:58 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 769
Views: 612463

Re: Factorio Roadmap for 0.17 & 0.18

Looking forward to the final game balancing! Also glad because it seems to be coming out of Early Access soon, which may mean DLC...
by CJ5Boss
Tue Jan 15, 2019 4:12 pm
Forum: General discussion
Topic: Iron is too needed and copper is nearly useless
Replies: 7
Views: 566

Re: Iron is too needed and copper is nearly useless

Copper is used in pretty much everything electronic. This just means you need to balance out the ratios evenly, they have already been calculated and this is intentional.
by CJ5Boss
Tue Jan 15, 2019 4:11 pm
Forum: Gameplay Help
Topic: SPM
Replies: 8
Views: 230

Re: SPM

Ok,thanks. Just a question, why not military? Is it because of the immense crafting times for all of its components? Why are you so hung up on crafting times. If the crafting time is longer you just need more assemblers Look at the infinite research topics needing military science. They aren't that...
by CJ5Boss
Tue Jan 15, 2019 2:15 pm
Forum: Ideas and Suggestions
Topic: Add Radar Tech, Radar Types (Deposit, Enemy, Topology)
Replies: 2
Views: 135

Re: Add Radar Tech, Radar Types (Deposit, Enemy, Topology)

I agree about the artillery, right now the radar mechanic of it seems a bit to good to be true.
As for the different kinds of radars, you could probably mod it, as well as the tech. I'm not sure these will be implemented ever in vanilla play, so modding might be necessary to incorporate this.
by CJ5Boss
Tue Jan 15, 2019 2:11 pm
Forum: Show your Creations
Topic: The New Mall
Replies: 5
Views: 375

Re: The New Mall

That is awesome, I've never seen something like it! I like the spiral fashion and all the colors, good work.
by CJ5Boss
Tue Jan 15, 2019 2:01 pm
Forum: Gameplay Help
Topic: SPM
Replies: 8
Views: 230

Re: SPM

So in that case, the average of all sciences? Because gold science takes a lot longer to produce than red science does. 1000spm means that your base can constantly supply 1000 science packs of every color (except military) per minute. Ok,thanks. Just a question, why not military? Is it because of t...
by CJ5Boss
Mon Jan 14, 2019 10:25 pm
Forum: Videos
Topic: Wanna see something cool?
Replies: 1
Views: 157

Re: Wanna see something cool?

Captivating. The lag though! Also RIP biters, there will be no burial as they are all definitely vaporized now :)
by CJ5Boss
Mon Jan 14, 2019 10:21 pm
Forum: Show your Creations
Topic: Finished a new uranium setup
Replies: 1
Views: 173

Re: Finished a new uranium setup

Sweet! I love how this also perfectly shows the rarity of U-235 among all the U-238 that is produced.
by CJ5Boss
Mon Jan 14, 2019 10:19 pm
Forum: Bug Reports
Topic: [0.16.51] Constructions bots not repairing efficiently in long roboport chains
Replies: 1
Views: 107

Re: [0.16.51] Constructions bots not repairing efficiently in long roboport chains

I have noticed this as well, bots coming from all over a base to repair a far entity. My guess is right now the logic is that the robot that detects the required task first is assigned to it and a bot receives the task by somewhat of a chance. This should be changed to detect the task in an area, th...
by CJ5Boss
Mon Jan 14, 2019 10:18 pm
Forum: Ideas and Suggestions
Topic: Dimensions
Replies: 2
Views: 127

Re: Dimensions

Interesting idea. However, the game is its own, so I can say confidently that this will definitely not be added in the vanilla play. It could produce an interesting effect in a mod, however. If wish to pursue a new coding language and learn a few skills, I would be interested to see where this idea ...
by CJ5Boss
Mon Jan 14, 2019 10:05 pm
Forum: Ideas and Suggestions
Topic: Towing vehicle
Replies: 4
Views: 211

Re: Towing vehicle

ThaPear wrote:
Mon Jan 14, 2019 10:04 pm

You can decouple wagons by pressing v, and recouple them using g.

Oh, cool, thanks! I actually did not realize this was a feature.
by CJ5Boss
Mon Jan 14, 2019 10:05 pm
Forum: Frequently Suggested / Link Collections
Topic: Alien Artifacts
Replies: 2
Views: 209

Re: Alien Artifacts

by CJ5Boss
Mon Jan 14, 2019 10:04 pm
Forum: Frequently Suggested / Link Collections
Topic: Alien Artifacts
Replies: 2
Views: 209

Re: Alien Artifacts

That would be cool, however, there are already many mods that do this, so I'm not sure the devs would add something like that to the game. Health items would be nice. Food would be obsolete because the game is not supposed to have that aspect, however there is a mod that introduces this concept. If ...
by CJ5Boss
Mon Jan 14, 2019 9:43 pm
Forum: Ideas and Suggestions
Topic: Towing vehicle
Replies: 4
Views: 211

Re: Towing vehicle

I agree that the car trunk capacity is very large, maybe unreasonably so.
Maybe the new wagons could work the same as train wagons, they can automatically connect to a car or tank. The only issue may be automaticallly disconnecting them, as the only way to similarly remove wagons is to mine them.

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