Search found 223 matches

by Peppe
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).
by Peppe
Mon Oct 10, 2016 2:39 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230015

Re: Bugs & FAQ

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.
There is a mod for that:
https://mods.factorio.com/mods/Mooncat/ ... e-products
by Peppe
Sun Oct 09, 2016 7:37 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230015

Re: Bugs & FAQ

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.
Thermal water "filtering" recipe to lithia. Unlocked by Angel's Refining Water Treatment Tech.
by Peppe
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...
by Peppe
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.
by Peppe
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...
by Peppe
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...
by Peppe
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...
by Peppe
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

Ranakastrasz wrote:V14.1.1

Updated for V0.14
Mod portal version coming up 0.1.0?
by Peppe
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...
by Peppe
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...
by Peppe
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": &...
by Peppe
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...
by Peppe
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...
by Peppe
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...
by Peppe
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...
by Peppe
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 ...
by Peppe
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...
by Peppe
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...
by Peppe
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...

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