Search found 119 matches

by donoya
Mon Apr 09, 2018 3:59 am
Forum: Mods
Topic: Dp77's-Factorioplus:-Ores
Replies: 151
Views: 47614

Re: Dp77's-Factorioplus:-Ores

I'm trying to play with your Dp77's-Factoriopuls:-advanced-tech version 1.4.0 and the game won't load. I'm only using this mod and the 2 prerequisite mods for it. It says 'file not found:__dp77s-advanced-tech__/graphics/tech/advanced-production.png'. Hopefully this helps.
by donoya
Mon Apr 02, 2018 2:43 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: pY HighTech Discussion

Hey, I found another progression block in the previous version (I decided I'd just see what else there was that might need fixed while I waited for the new update). The vacuum pump needs steel, which you can't get without research, but research labs require the substrate, which requires vacuum. Not ...
by donoya
Mon Apr 02, 2018 1:17 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: pY HighTech Discussion

Yay! It's out! Maybe FNEI misses something, but I can't find how to craft the first PCB factory. According to FNEI only the PCB factory can produce PCS1-s, but crafting the PCB also costs PCS1 through the inserters? Thats a serious dead lock...will be fixed in the next release. But... I think I'll h...
by donoya
Fri Mar 23, 2018 3:33 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: pY HighTech Discussion

Greetings! We have our other mega structure...the Particle Accelerator. We have an idea here about how it will works in the game, but i really wanna hear your ideas too. If it´s good, we can add it to this structure as well. So, what a futuristic particle accelerator could bring to the game? :D htt...
by donoya
Sat Mar 17, 2018 9:00 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: [MOD 0.16.x] pY HighTech

Why not keep the intrigue - it'll be interesting when it'll be random, bcuz it means what i can get end game science packs just using big amounts of energy in big time period, this means that I do not need to make efforts to obtain and process the required materials for end game science packs like ...
by donoya
Sat Mar 17, 2018 6:18 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: [MOD 0.16.x] pY HighTech

That looks epic! Great work.
by donoya
Thu Mar 15, 2018 2:27 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: [MOD 0.16.x] pY HighTech

pyanodon wrote:Due factorio limitations, i cant make them animated.
Aw... Well it's still cool either way. I'm eager to get the chance to play with this mod.
by donoya
Thu Mar 15, 2018 12:40 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: [MOD 0.16.x] pY HighTech

Greetings! Soon in your factorio :D https://i.imgur.com/3QTlwbu.png And yes, the early game pynobots will be unlocked in PyIndustry mod. The high-speed, hight-cargo advanced bots will be unlocked in PyHT. Epic Designs! Are they already animated with movement and everything? I'd love to see how they...
by donoya
Fri Feb 09, 2018 4:25 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: [MOD 0.16.x] pY HighTech

Greeting fellow builders. After long research, we bring our last circuit chain for this mod. The final 4th generation circuits will be necessary to unlock the final high-end buildings and recipes in the game. Will be also used in research and future projects. pY Where do you go to research these fu...
by donoya
Tue Feb 06, 2018 5:07 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: [MOD 0.16.x] pY HighTech

pyanodon wrote:Wont be paper anymore.
What will it be called, then?
by donoya
Sat Jan 27, 2018 6:36 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 244390

Re: [MOD 0.16.x] pY HighTech

Wow... how late am I? I kind-of thought there would be some kind of announcement on the other forums. I guess I was wrong. Well good job so far! I really like what I see. A major concern I have is will these circuits be placed after the fusion stuff? Because if not, there's going to be some major pr...
by donoya
Mon Dec 25, 2017 11:40 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298944

Re: [MOD 0.16] Xander Mod v1.4.1

So for some reason, the collision box for the burner lab is tiny to nonexistent for me. Is anyone else having this problem?
by donoya
Fri Dec 22, 2017 1:21 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 598369

Re: [MOD 0.16.x] pY Coal Processing

Hi, I just started playing this in 0.16 and noticed that the special science pack recipes you had aren't working. It may be a mod issue, but I don't know which one is causing it. Here's my mod list.
by donoya
Wed Dec 20, 2017 10:50 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Recipe Configuration Mod
Replies: 27
Views: 21066

Re: [Request] Recipe Configuration Mod

You'll still be writing a mod, but take a look at my library. https://forums.factorio.com/viewtopic.php?f=51&t=16642 https://mods.factorio.com/mods/Bobingabout/boblibrary The information is a little out of date, but instead of having to redefine entire recipes, or use the raw.data.recipe hard t...
by donoya
Wed Dec 20, 2017 4:57 am
Forum: Ideas and Requests For Mods
Topic: [Request] Recipe Configuration Mod
Replies: 27
Views: 21066

Re: [Request] Recipe Configuration Mod

I guess I should be a bit more specific. I want someone to make a mod that I can use to list items (both fluids and entities) and recipes, then, with that information, give it a text file with a specific format that says to remove and/or add recipes during loading using a+b+c+... inputs in x machine...
by donoya
Tue Dec 19, 2017 7:07 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Recipe Configuration Mod
Replies: 27
Views: 21066

Re: [Request] Recipe Configuration Mod

Well, your request... text editable method to edit recipes... basically is saying "I want a mod, that I mod, to do everything I can by just modding", the request doesn't make a whole lot of sense. The response telling you to mod, is an appropriate response to your request. All I'm asking ...
by donoya
Mon Dec 18, 2017 6:20 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Recipe Configuration Mod
Replies: 27
Views: 21066

Re: [Request] Recipe Configuration Mod

How does this allow me to make custom recipes without any lua programming?
by donoya
Mon Dec 18, 2017 5:14 am
Forum: Ideas and Requests For Mods
Topic: [Request] Recipe Configuration Mod
Replies: 27
Views: 21066

Re: [Request] Recipe Configuration Mod

Seeing as how this was posted 3 years prior and still nothing has come out, I'm guessing this has been either forgotten or unseen. It's too helpful to be left at the bottom of the barrel. Somebody please step up to the challenge! Not only would it make posting public modpacks so much more viable, it...
by donoya
Sun Dec 17, 2017 11:03 pm
Forum: Yuoki Industries
Topic: 0.15 Yuoki-Industries Versions
Replies: 47
Views: 37261

Re: 0.15 Yuoki-Industries Versions

I noticed the railways addon is out, but the core mod isn't. However, the addon requires a yuoki industries version that is not yet on the mod portal. Is this a intended?
by donoya
Sat Dec 16, 2017 4:34 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 298944

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

I take it this is going to be eventually updated to 0.16?

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