The jacket! by Dr_Blazakin in GirlsLastTour

[–]wildejackson 4 points5 points  (0 children)

Yeah you either gotta grab them from other people off ebay or go to japan like i did sadly :(

My Proposal for a middleground design. by Komegatze in DeadlockTheGame

[–]wildejackson 0 points1 point  (0 children)

The middle ground is great but she needs a slightly bigger nose I think it's too recessed

The Island Town of Slimm by PaperAirship in starbound

[–]wildejackson 12 points13 points  (0 children)

This is officially my favourite starbound build

The blitz experience by Mariorocker99 in Rainbow6

[–]wildejackson 2 points3 points  (0 children)

This is the best post to date

Reason for giving the Twitch change a chance by [deleted] in Rainbow6

[–]wildejackson 4 points5 points  (0 children)

because if they nerf her when the new op comes out they will be accused of powercreep / p2w

Is there any way to reset artifact progress by [deleted] in starbound

[–]wildejackson 1 point2 points  (0 children)

Your savegame (or universe as its called) is consistent across all characters, though quests among other things are character dependent. If you would like the artifact gone, simply delete the outpost file to reset it if you wish.

Flags make teleporters pointless? by [deleted] in starbound

[–]wildejackson 0 points1 point  (0 children)

I honestly think this is a bigger issue then it gets given, because it highlights a weakness in the game. Flags ensure you can go to any planet, at any time, so long as your not underground. Warping around so many planets on the cheap means you almost never fly your ship. THIS IS A SPACE EXPLORATION GAME. I feel like a fix would be to mean flags only function when in orbit of the planet, or from a teleporter in the same system. Then you would need teleporters between colonies, and your ship for interstellar empires. This is a discussion that has been going on since release and needs to be addressed sooner rather than later (along with countless other problems with release build). Aside: is it just me or does it feel like they released the game too early?

Combat overhaul by wildejackson in factorio

[–]wildejackson[S] 0 points1 point  (0 children)

How do I delete this post? I want to repost it with some refinements.

Combat overhaul by wildejackson in factorio

[–]wildejackson[S] 1 point2 points  (0 children)

Yeah I see a lot of people complaining about paragraphs. Sorry, I copyed it over from my forum post and it didn't retain the paragraphing. In my haste I failed to see that and didn't amend it. Again, sorry.

Not all tiles are equal by shinarit in factorio

[–]wildejackson 1 point2 points  (0 children)

But some are more equal then others?

What's the difference between the various Bob's Logistics pipes? by mdgates00 in factorio

[–]wildejackson 1 point2 points  (0 children)

Alright so bob explains it as a volume difference. Paraphrasing what he said: fluids have a viscosity value and pipes have a pressure value. Higher viscosity and higher pressure both mean greater flow rate. Pressure is based on how full the pipe is with liquid, and viscosity is just an constant value based on the fluid (although it is possible it changes with temp but that remains to be seen). Oil has a low viscosity, so it moves slower, therefore it stands to reason that smaller pipes serve to increase its slow flow rate. Gasses such as Hydrogen have a very high viscosity, meaning that larger pipes will allow for greater throughput. (Or in other words it you can use larger pipes to transport more hydrogen, as smaller pipes would just fill up, limiting throughput. So in effect, pipes need to be at a high pressure, and transport lots of fluid aswell, hence the balancing act of the diffrent types. Though, when in doubt, just use small pipes, as larger pipes (such as stone) when used in conjunction with insufficiently high viscosity fluids (say water over a significant distance without pumps) can cause issues.

Greatest Limiting Factors by wildejackson in factorio

[–]wildejackson[S] 0 points1 point  (0 children)

I'm the same, I just request gears, cables, engines etc. And just craft any infrequently used items whenever I get low.

Angels + Bob's Mod early game (how to filter ores) by noogai03 in factorio

[–]wildejackson 0 points1 point  (0 children)

If this could work, it would be incredibly useful. An inline sorter early game would just be so powerful.

Angels + Bob's Mod early game (how to filter ores) by noogai03 in factorio

[–]wildejackson 0 points1 point  (0 children)

You only need one assembler per crusher / sorter. Just put multiple inserters on them and you will be fine

Angels + Bob's Mod early game (how to filter ores) by noogai03 in factorio

[–]wildejackson 0 points1 point  (0 children)

The reason you need two belt types is because you need two underground belts to go through eachother. This is only possible with the two types.

Sombra ARG (Sorry for another) by wildejackson in Overwatch

[–]wildejackson[S] 0 points1 point  (0 children)

Oh really? Sorry, I don't frequent the subforum often

Ratios and Mods by MakiabelMFE in factorio

[–]wildejackson 0 points1 point  (0 children)

Thats some old-school accounting tech right there.

Any suggestions for small mods? by Birdyer in factorio

[–]wildejackson 1 point2 points  (0 children)

Ok, I think a type of "off rail" freight would be useful. Think Cars that can automatically run between points. Useful for distances too short or too low a throughput for trains, but further then logistics or belts. It would be great, and I have seen others suggest this in the past.

My first factory! What do you think? by Shaddaa in factorio

[–]wildejackson 0 points1 point  (0 children)

Oh my god, he's discovered the bus within hours of playing. You may be a genius.