Search found 223 matches

by Peppe
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 ...
by Peppe
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...
by Peppe
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...
by Peppe
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...
by Peppe
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"
by Peppe
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...
by Peppe
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...
by Peppe
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

danymatrix69 wrote:hi! same error here with 14.4 version. tkz
I don't think Yuoki rail has a .14 update... so did you update it yourself?

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.
by Peppe
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 ...
by Peppe
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.
by Peppe
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...
by Peppe
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...
by Peppe
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 ...
by Peppe
Fri Aug 26, 2016 2:12 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61520

Re: Version 0.14.0

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...
This is overkill for a game with a modding API.

Give me an opt-in to experimental the mods, override, or warn only.
by Peppe
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...
by Peppe
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...
by Peppe
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...
by Peppe
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...
by Peppe
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...
by Peppe
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...

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