Search found 130 matches

by CJ5Boss
Fri Jan 11, 2019 7:47 pm
Forum: Gameplay Help
Topic: SPM
Replies: 8
Views: 4047

Re: SPM

Serenity wrote:
Fri Jan 11, 2019 6:25 pm
All of the sciences. Except military maybe. Generally you just pump out infinite mining productivity and robot speed research
So in that case, the average of all sciences? Because gold science takes a lot longer to produce than red science does.
by CJ5Boss
Fri Jan 11, 2019 6:08 pm
Forum: Gameplay Help
Topic: SPM
Replies: 8
Views: 4047

SPM

Hello all, I keep hearing about "SPM bases" and how much "SPM" they have. I know this means "science per minute" but what kind of science exactly? 600 red science per minute? 600 of all science? Or is there something I am missing entirely? Thank you very much as I want ...
by CJ5Boss
Fri Jan 11, 2019 6:06 pm
Forum: Ideas and Suggestions
Topic: Disable in-game warnings
Replies: 4
Views: 1925

Re: Disable in-game warnings

I agree, and I would like to see this implemented as well, especially when the base gets so large that there are biters attacking everywhere and endless Yellow Alert signals.
by CJ5Boss
Fri Jan 11, 2019 6:04 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Petrochemical Flowchart for Bob's + Angel's
Replies: 1
Views: 13053

Re: Petrochemical Flowchart for Bob's + Angel's

I recently started a test run for BobAngels and am experimenting with things to be ready for multiplayer with a friend in the future. This helps so much, thank you! Bookmarked :)
by CJ5Boss
Fri Jan 11, 2019 6:02 pm
Forum: Duplicates
Topic: Rotating Belts compresses items way too much
Replies: 1
Views: 1025

Re: Rotating Belts compresses items way too much

Noticed this as well. It is because the distance is shortening and changing, so compression continues. When it is straightened out, the compressed effects are shown. Unfortunately, I do not know of any way to fix this right now. But it is a good way to squeeze extra products onto a belt manually!
by CJ5Boss
Fri Jan 11, 2019 6:00 pm
Forum: Ideas and Suggestions
Topic: Better belt and pipe building. Make it like train tracks
Replies: 17
Views: 5103

Re: Pipe and Belt Pathfinding.

That would be awesome, but AI for it may be different (like giving specifications for when to use undergrounds and pipes..., e.g. when should the distance be differed to use the certain type of pipe?).
by CJ5Boss
Fri Jan 11, 2019 5:53 pm
Forum: Ideas and Suggestions
Topic: Diminshing Pollution should heal Trees
Replies: 30
Views: 10033

Re: Tree leaf regrowth

True, this would be a good idea. If it is implemented, it should come along with maybe some entity that cleans the air in a certain radius temporarily or removes pollution to allow trees to regrow.
by CJ5Boss
Fri Jan 11, 2019 5:52 pm
Forum: Duplicates
Topic: [0.16.51] Easier "There is no spoon"
Replies: 2
Views: 3140

Re: [0.16.51] Easier "There is no spoon"

Oh cool! I'd never actually noticed that until you pointed it out, I thought messing with those things specifically would disable achievements.
by CJ5Boss
Fri Jan 11, 2019 5:51 pm
Forum: Ideas and Suggestions
Topic: /sit and /run commands
Replies: 1
Views: 986

Re: /sit and /run commands

1) Those commands are not in there. You can always stop walking, press M and zoom out just enough to see a lot of your factory in detail.
2) You can always rebind the keys temporarily to something more comfortable for you.
by CJ5Boss
Fri Jan 11, 2019 5:48 pm
Forum: Ideas and Suggestions
Topic: Resource specific line chart colors
Replies: 8
Views: 3871

Re: In Statistics sort colors by entity, not value

That is a good idea, but then we would need hundreds of different colors. At some point, they could be hard to differentiate between.
by CJ5Boss
Fri Jan 11, 2019 4:59 pm
Forum: Ideas and Suggestions
Topic: Underground belt exit turns
Replies: 8
Views: 3354

Re: Underground belt exit turns

Another thing I noticed is, logically, the output, if turned, would only output to one side of the belt, unless it is curved while underground to come out that way. Just a thought.
by CJ5Boss
Fri Jan 11, 2019 4:58 pm
Forum: Ideas and Suggestions
Topic: Underground belt exit turns
Replies: 8
Views: 3354

Re: Underground belt exit turns

True, but as there is no way to do this right now, that could be a start until it (maybe) is implemented. Or, a mod could me made with the right knowledge.
by CJ5Boss
Fri Jan 11, 2019 4:41 pm
Forum: Ideas and Suggestions
Topic: Huge Rocks for everyone!
Replies: 1
Views: 944

Re: Huge Rocks for everyone!

That's a good idea, I think it would be a great addition to the game!
by CJ5Boss
Fri Jan 11, 2019 4:38 pm
Forum: Combinator Creations
Topic: Master furnace - all in one
Replies: 5
Views: 6270

Re: Master furnace - all in one

That is an awesome creation! I should set up this in my base as a compact way to easily give myself plates and other things through the logistic network. The combinators make it even more genius!
by CJ5Boss
Fri Jan 11, 2019 4:27 pm
Forum: Show your Creations
Topic: Very simple kovarex setup (expandable)
Replies: 2
Views: 3862

Re: Very simple kovarex setup (expandable)

Looks pretty nice, especially for a newer person to the game! I like the compactness.
by CJ5Boss
Fri Jan 11, 2019 3:51 pm
Forum: PyMods
Topic: mod and productivity
Replies: 7
Views: 2706

Re: mod and productivity

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. i did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod Yes, are there any other thing...
by CJ5Boss
Fri Jan 11, 2019 3:30 pm
Forum: Ideas and Suggestions
Topic: Underground belt exit turns
Replies: 8
Views: 3354

Re: Underground belt exit turns

There is a mod here:
https://mods.factorio.com/mod/beltlayer
And another here for a similar thing for underground pipes:
https://mods.factorio.com/mod/underground-pipe-pack
by CJ5Boss
Fri Jan 11, 2019 3:29 pm
Forum: Mods
Topic: [MOD 0.17.x] Mass Metals
Replies: 2
Views: 1667

Re: [MOD 0.16.x] Mass Metals

Pretty cool, I don't think I've seen a mod that does something like this yet.
Maybe add some other special recipes that require the "large plates?" That would be a pretty nice addition to the mod, imho.
by CJ5Boss
Fri Jan 11, 2019 3:27 pm
Forum: PyMods
Topic: mod and productivity
Replies: 7
Views: 2706

Re: mod and productivity

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. i did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod Yes, are there any other thing...
by CJ5Boss
Fri Jan 11, 2019 3:26 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Leighzer's Morphite
Replies: 6
Views: 3183

Re: [MOD 0.16] Leighzer's Morphite

It's a nice mod! I like how it can be used for multiple things.
Suggestion: Add some more new recipes of powerful or different things that can only be created using Morphite. They could be special entities, turrets, items, modules or anything else.

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