Search found 130 matches

by CJ5Boss
Fri Jan 11, 2019 3:24 pm
Forum: Balancing
Topic: More bonuses to rocket launcher research
Replies: 3
Views: 1932

Re: More bonuses to rocket launcher research

Here is my mod:
https://mods.factorio.com/mod/CJs_QoL_Research_Ver1
I will look through game files to see if I can implement this. It will come in version 0.4.0, I will let you know if anything changes!
by CJ5Boss
Fri Jan 11, 2019 3:23 pm
Forum: Balancing
Topic: More bonuses to rocket launcher research
Replies: 3
Views: 1932

Re: More bonuses to rocket launcher research

Sounds like a good idea! I currently have a QoL research mod with lots of helpful things like this, I will bookmark this page and see if I can implement the idea.
by CJ5Boss
Fri Jan 11, 2019 3:21 pm
Forum: Mods
Topic: [MOD 1.1] LongerBurnerPhase
Replies: 7
Views: 4807

Re: [MOD 0.16] LongerBurnerPhase

Pretty nice! I like how it takes obsolete things from the beginning of the game and can implement them late game, brings new ways to use old materials and a bit of nostalgia.
by CJ5Boss
Fri Jan 11, 2019 3:20 pm
Forum: Technical Help
Topic: New mods not working on a save
Replies: 1
Views: 607

Re: New mods not working on a save

Are they compatible with the mods currently in the save? They might also not have migrations if you took them off and put them back on again if they add new entities.
by CJ5Boss
Fri Jan 11, 2019 3:19 pm
Forum: Ideas and Suggestions
Topic: Bot Balance Idea - Beacon Interference
Replies: 1
Views: 601

Re: Bot Balance Idea - Beacon Interference

It's a good start, but I don't think I would like seeing that in the game, and here is why: Bots take the shortest distance between two points when going to a chest. If there were to be a beacon in the way, the bots would immediately be destroyed, causing you to have to be on the side with the bots ...
by CJ5Boss
Fri Jan 11, 2019 3:16 pm
Forum: Questions, reviews and ratings
Topic: Hiding flying
Replies: 2
Views: 1602

Re: Hiding flying

You are trying to make the robots slightly transparent? Not sure how to make that but you could probably make a mod that edits the sprite type or makes it transparent.
by CJ5Boss
Fri Jan 11, 2019 3:13 pm
Forum: PyMods
Topic: mod and productivity
Replies: 7
Views: 2600

Re: mod and productivity

immortal_sniper1 wrote:
Fri Jan 11, 2019 2:52 pm
i was referring to modules the red ones
Oh, in that case, think about what areas you think take too long or need productivity, then enable the ability to give it to them.
by CJ5Boss
Fri Jan 11, 2019 12:13 pm
Forum: PyMods
Topic: mod and productivity
Replies: 7
Views: 2600

Re: mod and productivity

By "productivity" you mean more steps or prototypes for certain processes? Just go by what the end process is, and make whatever additions seem necessary or realistic for your mod. Like, if you were making more steps to get to sulfuric acid, you might do some quick research on how scientis...
by CJ5Boss
Thu Jan 10, 2019 11:31 pm
Forum: Maps and Scenarios
Topic: Jail Break scenario
Replies: 4
Views: 5571

Re: Jail Break scenario

FerrariMAF wrote:
Thu Jan 10, 2019 10:13 pm
Hi
I have made a mod with this. It is much better now (PVP / PVE options, random maps, EN locale)
Please try it: https://mods.factorio.com/mod/JailBreak
Cool, thanks.
by CJ5Boss
Thu Jan 10, 2019 11:27 pm
Forum: Duplicates
Topic: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines
Replies: 5
Views: 1878

Re: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines

Not sure if this will work, but did you try using a filter inserter set to only pick up used uranium fuel cells? This may work.
by CJ5Boss
Thu Jan 10, 2019 5:13 pm
Forum: Ideas and Suggestions
Topic: my ideas and suggestion for next update
Replies: 3
Views: 1183

Re: my ideas and suggestion for next update

1. I believe there are updates planned for the mod UI in the future.
2. That would be nice, but you could always blueprint the individual item in a temporary blueprint and place it down.
by CJ5Boss
Thu Jan 10, 2019 5:10 pm
Forum: Ideas and Requests For Mods
Topic: Construction Site Delay
Replies: 2
Views: 1045

Re: Construction Site Delay

You have to craft them in your inventory first. You could always blueprint it and automate the construction with robots, but the point right now is to craft before placing.
by CJ5Boss
Thu Jan 10, 2019 5:08 pm
Forum: Maps and Scenarios
Topic: Factorio Abandoned Colony/Cities (WIP and really large map)
Replies: 75
Views: 61409

Re: Factorio Abandoned Colony/Cities (WIP and really large map)

That looks amazing. Now I want to go on the map editor and make my own megafactory for play.
by CJ5Boss
Thu Jan 10, 2019 5:07 pm
Forum: Ideas and Suggestions
Topic: Scarecrows that function as landmarks and also to deter biters
Replies: 2
Views: 905

Re: Scarecrows that function as landmarks and also to deter biters

You could always mod it.

Also, you can click on the icon to take you to the part of the map of the most recent alert.
by CJ5Boss
Thu Jan 10, 2019 5:04 pm
Forum: Implemented Suggestions
Topic: There are no trains
Replies: 9
Views: 3823

Re: There are no trains

That's kinda funny, never really noticed that before.
by CJ5Boss
Thu Jan 10, 2019 4:28 pm
Forum: Ideas and Suggestions
Topic: Stacksize in tooltip
Replies: 15
Views: 3385

Re: Show Stack Size on tooltip, more relevant than max health in all but walls and vehicles

I would agree, that would be a nice feature, especially so I can sort things out in my inventory and know how much I can have.
by CJ5Boss
Thu Jan 10, 2019 4:16 pm
Forum: Maps and Scenarios
Topic: Jail Break scenario
Replies: 4
Views: 5571

Re: Jail Break scenario

Now, the only thing I would suggest is an english translation, or is there one already that I am missing?
by CJ5Boss
Thu Jan 10, 2019 4:05 pm
Forum: Maps and Scenarios
Topic: Jail Break scenario
Replies: 4
Views: 5571

Re: Jail Break scenario

Sounds pretty cool of a scenario. Gonna check out the mod, play around with a few things.
by CJ5Boss
Thu Jan 10, 2019 2:53 pm
Forum: Modding interface requests
Topic: A way to disable player controls for a train (or any vehicle for that matter)
Replies: 2
Views: 857

Re: A way to disable player controls for a train (or any vehicle for that matter)

That would be a good control. I guess now you just have to trust your teammates. Maybe you could ask for a mod to be developed, or learn a bit of Lua and make one yourself!
by CJ5Boss
Thu Jan 10, 2019 2:50 pm
Forum: Minor issues
Topic: Mines don't trigger biters
Replies: 1
Views: 1237

Re: Mines don't trigger biters

That is because you are technically indirectly killing the biters. It is not an active attack, like a turret or gun is, because the biters have to trigger the mines themselves.

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