Search found 223 matches
- Mon Oct 10, 2016 4:27 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566495
Re: Yuoki Industries - Informations, Suggestions, Questions
Yuoki 4.60, no English localization for Yuoki Logistics and Constuction robots (all forms - item, recipe, entity).
- Mon Oct 10, 2016 2:39 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230015
Re: Bugs & FAQ
There is a mod for that:Doddler wrote:...I kind of wish factorio would show products icons when there's a single output since it's pretty hard to figure what some recipes output when you're looking for a specific icon.
https://mods.factorio.com/mods/Mooncat/ ... e-products
- Sun Oct 09, 2016 7:37 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230015
Re: Bugs & FAQ
Thermal water "filtering" recipe to lithia. Unlocked by Angel's Refining Water Treatment Tech.Doddler wrote:Is there any way to get Lithia Water when using Petrochem with bob's mods? It's needed for Lithium Chloride, but I don't see any way to get it anymore.
- Fri Oct 07, 2016 5:29 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399185
Re: Development and Discussion
On the smelting mod, Blast furnace Mk II - IV require brass pipe. Those 3 buildings are the only things in the mod that require bob's logistics. I know you don't follow bob's style of everything being standalone/modular, but maybe an opportunity for an alt recipe or sub the brass pipe for brass plat...
- Fri Oct 07, 2016 3:44 am
- Forum: Mods
- Topic: [MOD 0.14+] Always Show Recipe Products v0.1.2
- Replies: 19
- Views: 12067
Re: [MOD 0.14+] Always Show Recipe Products v0.1.1
Helpful for most items/mods, but can you ignore ammo and probably equipment?
With this enabled you can't hover ammo in the crafting menu to get damage readouts -- you have to make the actual item to see damage readout.
With this enabled you can't hover ammo in the crafting menu to get damage readouts -- you have to make the actual item to see damage readout.
- Fri Oct 07, 2016 2:40 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 142388
Re: [MOD 0.14.x] Modular Armor Revamp
Fixed. Uploaded the wrong version. Fixed the main post here too, which was also wrong. Nice was checking this mod out tonight. Pretty nice extension/rework of modular armor. I know you just jumped to .14, so you might not have looked at it yet, but vehicles can now have equipment grids. There are a...
- Fri Oct 07, 2016 2:14 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230015
Re: Bugs & FAQ
Hello, updated today and got this error on restart of the game: Angels 2.png Versions: Inf. Ores 0.4.2 Petrochem 0.1.15 Refining 0.3.7 Smelting 0.1.1 Greetings steinio Missing block of code in: prototypes\recipes\bob-water-treatment-entity.lua Add to end of the file: --OVERRIDE FOR YUOKI if data.ra...
- Fri Oct 07, 2016 1:10 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230015
Re: Bugs & FAQ
Hello, updated today and got this error on restart of the game: Angels 2.png Versions: Inf. Ores 0.4.2 Petrochem 0.1.15 Refining 0.3.7 Smelting 0.1.1 Greetings steinio Missing block of code in: prototypes\recipes\bob-water-treatment-entity.lua Add to end of the file: --OVERRIDE FOR YUOKI if data.ra...
- Fri Oct 07, 2016 12:54 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 142388
Re: [MOD 0.13.x] Modular Armor Revamp
Mod portal version coming up 0.1.0?Ranakastrasz wrote:V14.1.1
Updated for V0.14
- Wed Oct 05, 2016 5:57 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 160865
Re: [0.14.x] Bob's Mods: General Discussion
Does bob's vehicle equipment have a dependency on bob's warfare? I seem to only get a grid on car/tank if I also add warfare. Test setup: { "mods": [ { "name": "base", "enabled": "true" }, { "name": "boblibrary", "enabled&quo...
- Sat Sep 24, 2016 5:03 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 136690
Re: Yuoki Industries - Addon Engines 0.3.18 (0.13)
i'am not sure which version you use, but i don't see the icon for the steam-turbine. (and it's not a version from me - you need contact the author of this Addon/Fork/Changes ) This is the recipe in yi_engines_0.4.19.zip from the mod portal prototypes/recipes-mf.lua First recipe: { type = "reci...
- Sat Sep 24, 2016 5:02 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 136690
Re: Yuoki Industries - Addon Engines 0.3.18 (0.13)
i'am not sure which version you use, but i don't see the icon for the steam-turbine. (and it's not a version from me - you need contact the author of this Addon/Fork/Changes ) I get the gearbox icon with core 4.59 and engine 4.19 fresh off the mod portal. { "mods": [ { "name": &...
- Sat Sep 24, 2016 4:57 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 136690
Re: Yuoki Industries - Addon Engines 0.3.18 (0.13)
Steam to MF recipie not available in GearBox - where to use this recipie? I think you are hovering the gear thing between the two steam things, the icon shows gearbox, but that recipe is actually in the steam turbine. The steam on the left is made in the overheater and the steam to the right has no...
- Sat Sep 24, 2016 4:54 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 136690
Re: Yuoki Industries - Addon Engines 0.3.18 (0.13)
i'am not sure which version you use, but i don't see the icon for the steam-turbine. (and it's not a version from me - you need contact the author of this Addon/Fork/Changes ) Think there are two issues here, the gear box is shown instead of the steam turbine for the create 24 MF from overhater ste...
- Thu Sep 22, 2016 9:55 am
- Forum: Ideas and Suggestions
- Topic: Underground Belt Upgrade Techs mentioned on Stream night
- Replies: 4
- Views: 1535
Re: Underground Belt Upgrade Techs mentioned on Stream night
When listed like that, it makes sense to go in steps of +6 But from the coder perspective... the game lists the distance as 5, not 6. So in my mod they're listed as 5, 10, 15, 20, 25. if you go +6 it becomes 5, 11, 17, 23, 29... it just doesn't make much sense by looking at the numbers alone. Simil...
- Thu Sep 22, 2016 1:04 am
- Forum: Ideas and Suggestions
- Topic: Underground Belt Upgrade Techs mentioned on Stream night
- Replies: 4
- Views: 1535
Underground Belt Upgrade Techs mentioned on Stream night
When you do go to implement extending underground belts please make it in multiples of +6. As long as it is a multiple of 6 you can take any place you currently run back to back underground belts and have a drop in upgrade to span the entire distance. Common use is main bus traversal: http://i.imgur...
- Thu Sep 22, 2016 12:22 am
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 107494
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Ah I see what you mean. I was doing some other math...Here's the correct math. You should always factor in the efficiency. If you look at the prototype, there something called energy_consumption and effectivity. The effective consumption is energy_consumption / effectivity. This is the rate of how ...
- Wed Sep 21, 2016 5:05 pm
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 107494
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Hi, your math is wrong. A vanilla boiler is 390 KW effective. The math should be 5100 KW / 780 KW / 0.5 = 13.0769 ~ 13 boilers. This is exactly right in-game 5100 KW / 390 KW will also yield the same answer. That does not make sense... Display value in game is energy consumption : 390KW and 3.6MW f...
- Wed Sep 21, 2016 2:40 pm
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 107494
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Boilers are modified pipes, so you do not need to put intervening pipes. In fact, doing so will reduce the heating efficiency per space and throughput (longer pipes lead to less throughput). Flow rate doesn't affect heating as fluid's temperature is modified each tick before it "flows." A...
- Mon Sep 19, 2016 10:19 pm
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 107494
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
i saw in a let's play video problems with 14.7 MW generator-setup not get enough water. here 2 example-build for you to modify, improve or expand. a 13.2 MW - setup all water consume http://johnsmith.ktec.de/factorio/mods/screens/screen_2160919-1.jpg a 14.6 MW - setup with some reserves http://john...