Search found 223 matches
- Mon Sep 19, 2016 9:38 pm
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 107493
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Never know how many pumps a power setup needs. This setup only needed 4 pumps per blue generator: http://i.imgur.com/PeBLFbI.png 58.2 MW shown in power screen, so about .1 per generator off from perfect. Tiles side by side with the pumps mainly being the limit on how close you can cram them. If not ...
- Sat Sep 17, 2016 6:10 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566477
Re: Yuoki Industries - Informations, Suggestions, Questions
Another minor graphics thing. Unicomp icon is used instead of item icon and down arrow overlay on the create unicomp from Yuoki batteries and alien artifacts (red circles). No up arrow on unicomp to vanilla battery and alien artifacts (green circles). Liquid Unicomp convert/reverse recipes circled i...
- Tue Sep 13, 2016 2:14 pm
- Forum: Yuoki Industries
- Topic: Yuoki Tech Tree Mod
- Replies: 6
- Views: 9562
Yuoki Tech Tree Mod
I put together a mod to make a tech tree out of the Yuoki Industries and Engines Addon. The techs have generally a small cost as they likely depend on a vanilla tech already reasonably balanced. I find it a useful roadmap even knowing the mod well. The tech tree let's me know easily when a world can...
- Mon Sep 12, 2016 6:58 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566477
Re: Yuoki Industries - Informations, Suggestions, Questions
If you are in there updated minor things I would change the Purified Iron/Copper text to just indicate they can be smelted in a furnace for 2x iron plate. The purified iron recipe in Yuoki's tab says "get cleaner iron" The intermediate tab shows a 2 x smelting purified iron If you can work...
- Fri Sep 09, 2016 11:04 pm
- Forum: General discussion
- Topic: Mod Updating
- Replies: 2
- Views: 1177
Re: Mod Updating
In your info.json file add a line to specify the factorio version of the mod:
"factorio_version": "0.13"
"factorio_version": "0.13"
- Fri Sep 09, 2016 3:30 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566477
Re: Yuoki Industries - Informations, Suggestions, Questions
are there plans for railways addons? depends on what you expect - but some new locomotives and wagons, reducing tiles - yes; new buildings, cross-signs, fences atm - no. first i need to update the gfx to the 0.13+ system. (mostly all long-vehicles and auto-stretch, maybe color-choose for locomotive...
- Thu Sep 08, 2016 5:09 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566477
Re: Yuoki Industries - Informations, Suggestions, Questions
Yuoki mod data.lua Player inventory size is set to 100. Larger Inventory mod sets it to 120. I guess mod load order puts your mod last, so your change conflicts with larger inventory mod. Can you check if the player inventory has already been set to something higher then your value before setting it...
- Tue Sep 06, 2016 10:46 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566477
Re: Yuoki Industries - Informations, Suggestions, Questions
I don't think Yuoki rail has a .14 update... so did you update it yourself?danymatrix69 wrote:hi! same error here with 14.4 version. tkz
The error is likely from trains getting equipment grids, so any mod trains will also need to add the required equipment grid fields to their entity prototype.
- Mon Sep 05, 2016 10:31 pm
- Forum: Yuoki Industries
- Topic: Confusing message for crush crush crush recipe
- Replies: 1
- Views: 1625
Re: Confusing message for crush crush crush recipe
I think the mod world be improved if the different types of slag had different names. https://snag.gy/m7tyYv.jpg That is slag from angel's refining. One or both mods could rename their "slag" or generate a common slag, but each mod was built independently and their volume of slag is very ...
- Sat Sep 03, 2016 12:51 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 136684
Re: Yuoki Industries - Addon Engines 0.3.18 (0.13)
Good news, 14.3 seems to have fixed the recipe hover halting the game stuff.
- Mon Aug 29, 2016 6:44 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399145
Re: Development and Discussion
I don't think I have seen a geode recipe in game. Depend on Bob's? Thanks for the reply. In game I just got through most blue science tech and some alien tech. have enjoyed the early and now mid game quite a bit. I was planning the full base/train scale builds and it is actually pretty cool that the...
- Mon Aug 29, 2016 4:54 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399145
Re: Development and Discussion
Angels Refining + Yuoki's Mods Not seeing a benefit past hydro refining? or did i do the math wrong? Looking in foreman, so maybe it is wrong. Goal was discover max ore I can get from 2400 Saphirite Ore per minute (one blue belt). Sorting the Saphirite at each level and sort all the outputs to get a...
- Fri Aug 26, 2016 4:47 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 61520
Re: Version 0.14.0
So if i update my mod with factorio_version = 0.14 , all my users who are on .13 still (99.9%) will be unable to load the mod, and the few who have started using 0.14 already will not be able to use it. Where is the safe middleground? How can I update my mod so that both 0.13.18 and 0.14 users can ...
- Fri Aug 26, 2016 2:12 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 61520
Re: Version 0.14.0
This is overkill for a game with a modding API.TheTom wrote:You need to update. All mods broke. This definitely need some (a lot) more rework. But for now - waiting for the mods to update...
Give me an opt-in to experimental the mods, override, or warn only.
- Sun Aug 21, 2016 4:40 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566477
Re: Yuoki Industries - Informations, Suggestions, Questions
it's atm in my version (next release) changed to more focussed at mostly use. but i also want to remove 1 inserter to have only 10. more lines leads to a scrollbar that i really hate (small screen resolutions) - so i try not to exceed 10x10 recipes/tab (current i fail) http://johnsmith.ktec.de/fact...
- Sat Aug 20, 2016 6:25 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566477
Re: Yuoki Industries - Informations, Suggestions, Questions
Not sure if you have a plan for more inserters, but at least in my game the inserter row wraps at 10, so one evade inserter was in a row by itself. If it is going to take two rows anyway might as well organize them a bit? I would sort maybe all the left/right ones to their own line. Not sure where d...
- Sat Aug 20, 2016 4:37 pm
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 43709
Re: If it's not a feature - it's maybe a Bug ?
You probably have this correctly locally and just not big enough for a release, but Green pellets appear on the wrong line: { type = "recipe", name = "y-smelt-crush-res2-recipe", category = "yuoki-formpress-recipe", icon = "__Yuoki__/graphics/icons/f7pellets_icon.p...
- Wed Aug 03, 2016 5:45 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91595
Re: [MOD 0.12.20+] Homeworld
Noticed the mod does not activate recipes if you add it to an existing save. You might look at using a migration script to enable your recipes on existing saves. When you load a save that previously did not have the mod the game will run each migration script in order and remember the last script it...
- Wed Aug 03, 2016 2:46 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41565
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Arn't config changes lost when mods update? You assume that I would ever update a mod without redoing the changes I made to said mod =P Config.lua files suck. They may be okay if you use a mod only in single player, but as soon as you join a server, every client would have to need the exact same co...
- Tue Aug 02, 2016 1:56 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41565
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Hello, Mr. Person! First of all, thank you for the great mod, loving the blueprint flipping feature! Anyways, I am the Kryzeth person from the mod portal who commented about using a mod that gave blueprints and bots from the start, without giving the research, so it seems you added a player command...