Search found 29 matches
- 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...
- 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
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
- 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...
- 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?
- 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
- 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...
- 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 ...
- 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
- 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...
- 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...
- 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
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
- 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
- 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
- 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
can we expect an update for 0.15?
I would love to try bob's mods with youki's mod
thx
- 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?
- 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...
- 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?
- 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...
- 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...
- 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
nvm found a alternative wayUnifire wrote:is there a way to change the % when low power starts i want it to go off at 30%