Search found 29 matches

by Unifire
Mon Aug 15, 2022 5:59 am
Forum: Minor issues
Topic: [0.13.9] [Pending] Auto-movement bug (stuck keys)
Replies: 8
Views: 4738

Re: [0.13.9] [Pending] Auto-movement bug (stuck keys)

Hi, I have also a related bug so first some intro about my setup I have 2 computers one Downstairs & one Upstairs i will call them computer D & U both Mac and both use a wireless keyboard i use both the latest experimental factorio version on both machines I have installed factorio on both D...
by Unifire
Mon Jan 31, 2022 7:36 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 180
Views: 95558

Re: pY Alternative Energy - Discussion

Hi,

How far are you into making this mod? Do you maybe have a rough ETA when the first version will be done?

I'm very hyped to play :D
by Unifire
Thu Dec 27, 2018 9:04 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 66964

Re: [MOD 0.15.15+] FNEI 0.1.12

Hi i was wondering if there are people having a solution for this "bug" https://mods.factorio.com/mod/FNEI/discussion/5c04713e59db40000d1bceca Also it only happens if you look for the recipe of a material (left clicking on a item), if you look for the usage of a material (right clicking on...
by Unifire
Sat Jul 21, 2018 8:06 am
Forum: Ideas and Requests For Mods
Topic: [Request] Light floor
Replies: 16
Views: 8366

Re: [Request] Light floor

Does anyone have an update for 0.16?
by Unifire
Sat Apr 07, 2018 2:32 pm
Forum: Angels Mods
Topic: Addon mod for deadlock stacking/crating - alpha version
Replies: 17
Views: 14021

Re: Addon mod for deadlock stacking/crating - alpha version

Support for yuoki items would be nice ==> i was thinking about slag, both ores, both dust and both pellets (pressed dust) and pure iron and pure copper
by Unifire
Sat Jan 20, 2018 2:53 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 622441

Re: Yuoki Industries - Informations, Suggestions, Questions

Suggestion: support between bob's ores and yuoki atomics would be nice so that you can change all bob's ore to unicomp and vica versa same for bob jewels ( found in bob's modules) and maybe also add support for angel's ore. The idea behind this suggestion is that when you have a lot of different ore...
by Unifire
Wed Dec 27, 2017 1:07 pm
Forum: Mods
Topic: [MOD 0.15.x] Yuoki and Bob's Ores Integration
Replies: 13
Views: 7670

Re: [MOD 0.15.x] Yuoki and Bob's Ores Integration

You're welcome. Let me know if you have any ideas on how it can be improved. Right now the mod just adds conversions between unicomp and Bob's ores. I think support for bob jewels ore would be nice (can be found in the mod bob's modules) then you have a other use for it other then modules. Support ...
by Unifire
Mon Dec 04, 2017 11:45 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 86431

Re: Bob's Mod Graphics Update Discussion

Ah ok there base stuff nvm then thx for your time
by Unifire
Sun Nov 26, 2017 11:50 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 86431

Re: Bob's Mod Graphics Update Discussion

Hi i was wondering about the graphics of mineable sulfur what you can add trough bob ore's, since they don't match with all other ores. PS I know there are other mods (Cnc's Sulfur Mod by cncr04s), that add mineable sulfur to the map but they conflict with bob's ores. I tried the roundabout method o...
by Unifire
Fri Jun 23, 2017 11:03 pm
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 48673

Re: If it's not a feature - it's maybe a Bug ?

@jmickle i will fix this in next version and check the others too. @Unifire some overlapping was in 0.14 too, but this looks a little bit more. These lights are designed to place Substations or Roboports on it and keep a little distance. These things also more on a list to remove instead of keep, b...
by Unifire
Thu Jun 22, 2017 3:02 am
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 48673

Re: If it's not a feature - it's maybe a Bug ?

Hi,

i have a question about your floor lighting tiles, is it normal that these tiles hides belts, underground belts & dividers?

see the 2 links for pictures
https://www.dropbox.com/s/24qnvupom5ia7zc/1.png?dl=0
https://www.dropbox.com/s/tsq9845fde3efyr/2.png?dl=0
by Unifire
Sun May 21, 2017 11:21 am
Forum: Mods
Topic: [MOD 0.14] Useful Byproducts
Replies: 11
Views: 7549

Re: [MOD 0.14] Useful Byproducts

Can we expect an update for 0.15? thx :)
by Unifire
Mon May 08, 2017 11:17 pm
Forum: Mods
Topic: [MOD 0.15.x] Yuoki and Bob's Ores Integration
Replies: 13
Views: 7670

Re: [MOD 0.15.x] Yuoki and Bob's Ores Integration

thx for the update :)
by Unifire
Thu May 04, 2017 4:09 am
Forum: Mods
Topic: [MOD 0.15.x] Yuoki and Bob's Ores Integration
Replies: 13
Views: 7670

Re: [MOD 0.14.x] Yuoki and Bob's Ores Integration

Hi,

can we expect an update for 0.15?

I would love to try bob's mods with youki's mod

thx
by Unifire
Thu Jan 12, 2017 5:40 pm
Forum: Mods
Topic: [MOD 0.11.x] NoMoreBots v1.0
Replies: 9
Views: 21794

Re: [MOD 0.11.x] NoMoreBots v1.0

Can we expect an update for this?
by Unifire
Fri Aug 12, 2016 9:33 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 45401

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

i was wondering if this mod can export a blueprint in a save file and then import that blueprint in another save file? Let me quote my description of the mod from the mod portal... What does it do? KBM allows you to save blueprints/blueprint books that you create, so that you can use them later aga...
by Unifire
Thu Aug 11, 2016 10:02 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 45401

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

i was wondering if this mod can export a blueprint in a save file and then import that blueprint in another save file?
by Unifire
Fri Aug 05, 2016 9:45 pm
Forum: Mods
Topic: [0.13.X - 0.16.X] Advanced Factorio
Replies: 39
Views: 34304

Re: [0.13.X] Advanced Factorio

Hi i have a mod request for advanced electric is it possible to hook up the solar panels with a circuit wire to a circuit network so that it can output the power it produces i want to build an alarm with the circuit network that gives off a warning signal when the solar panels are for example: at 7...
by Unifire
Fri Aug 05, 2016 6:46 pm
Forum: Mods
Topic: [0.13.X - 0.16.X] Advanced Factorio
Replies: 39
Views: 34304

Re: [0.13.X] Advanced Factorio

Hi i have a mod request for advanced electric is it possible to hook up the solar panels with a circuit wire to a circuit network so that it can output the power it produces i want to build an alarm with the circuit network that gives off a warning signal when the solar panels are for example: at 70...
by Unifire
Thu Aug 04, 2016 8:16 pm
Forum: Mods
Topic: [MOD 0.14] Red Alerts 1.1.2
Replies: 54
Views: 65111

Re: [MOD 0.13] Red Alerts 1.1.1

Unifire wrote:is there a way to change the % when low power starts i want it to go off at 30%
nvm found a alternative way

Go to advanced search