Hey, I'm making another Yuoki tech tree mod using this mod as a base.
https://mods.factorio.com/mod/Yi_Tech_Tree_ExtraVanilla
Basically I try to make the Yuoki stuff fit in with vanilla progression, and also to break stuff down more into bite sized pieces so it is easier to wrap your head around how ...
Search found 41 matches
- Sun Oct 31, 2021 6:46 am
- Forum: Yuoki Industries
- Topic: Yuoki Tech Tree Mod
- Replies: 6
- Views: 10347
- Wed Aug 18, 2021 8:21 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 51
- Views: 42962
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
There is a hard lock when using Silica & Silicon, Foundry, and Bio Industries together. The Bio Industries Stone Crusher requires Steel, Silica requires Crushed Stone which requires the Stone Crusher, while the Foundry cannot be made without Silica meaning you cannot get Steel to make a Stone ...
- Sat Jun 15, 2019 5:20 am
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 28424
Re: [Mods for 0.17] Amator Phasma's Mods
Hello Amator Phasma,
I happen to hit onto some kind of trouble in my modpack, preventing game to load.
I also get this error. I have all of Py mods + PyCoal Touched By an Angel + Deadlocks belt boxes + pipelayer + beltlayer + AAI programmable vehicles & structures + Rampant Arsenal + All the APM ...
- Sun Jun 09, 2019 12:20 pm
- Forum: Mods
- Topic: [MOD 0.17]AE Industries Sentry Guns
- Replies: 6
- Views: 3401
Re: [MOD 0.17]AE Industries Sentry Guns
Just to update, I am working on the next version of the mod with two additional Sentry Guns, but atm I am fighting Blender on how to get the "mask" parts on the models to render without anything else being visible except their shadows on the mask parts(everything else but mask should be transparent ...
- Fri Feb 22, 2019 10:41 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Free service to run your server: Factorio Zone
- Replies: 183
- Views: 171861
Re: Free service to run your server: Factorio Zone
Fantastic, but one thing: the mod list doesn't allow scrolling. I have over 30 mods on my save and I can't see half the mods list.
Made a little mistake on uploading, and missed one mod. Couldn't figure out which it was...
Made a little mistake on uploading, and missed one mod. Couldn't figure out which it was...
- Sun Feb 03, 2019 6:52 am
- Forum: General discussion
- Topic: Who brought you to factorio?
- Replies: 30
- Views: 12020
Re: Who brought you to factorio?
The 2014 trailer. It popped up on my youtube recommendations, and I was instantly hooked.
- Sat Feb 02, 2019 1:34 pm
- Forum: Mods
- Topic: [MOD 0.17]AE Industries Sentry Guns
- Replies: 6
- Views: 3401
Re: [MOD 0.16]AE Industries Sentry Guns
The HR graphics now load, there are still some issues with the muzzle flare positioning but that will take me a while to sort out...very hard to look how off it is when you are being attacked by biters. :x
[edit]Come next version the bug with multiple muzzle flare graphics is fixed, and the muzzle ...
[edit]Come next version the bug with multiple muzzle flare graphics is fixed, and the muzzle ...
- Mon Jan 28, 2019 5:31 am
- Forum: Mods
- Topic: [MOD 0.17]AE Industries Sentry Guns
- Replies: 6
- Views: 3401
Re: [MOD 0.16]AE Industries Sentry Guns
Well Pyanodon also works totally solo these days. But I'll look into that Bob's recipe change.
[edit]And as of now V 1.0.3 is on the mod portal that alters the recipe on the presence of Bob's Electronics so it requires basic circuit boards.
- Sun Jan 27, 2019 12:05 pm
- Forum: Mods
- Topic: [MOD 0.17]AE Industries Sentry Guns
- Replies: 6
- Views: 3401
[MOD 0.17]AE Industries Sentry Guns
Description:
Presenting to you the Automated Extermination Industries Sentry Guns. As of now we can offer you the Series 352 Automated Sentry Gun, that fires 10x28mm explosive tipped caseless rounds. Craftable with the most basic materials, these completely automated sentry guns can turn 90 ...
Presenting to you the Automated Extermination Industries Sentry Guns. As of now we can offer you the Series 352 Automated Sentry Gun, that fires 10x28mm explosive tipped caseless rounds. Craftable with the most basic materials, these completely automated sentry guns can turn 90 ...
- Wed Jan 23, 2019 2:14 pm
- Forum: Modding help
- Topic: Blender rendering help
- Replies: 6
- Views: 2487
Re: Blender rendering help
I think I finally figured out how to properly input new versions into the blend you provided.
- Tue Jan 22, 2019 9:15 pm
- Forum: Modding help
- Topic: Blender rendering help
- Replies: 6
- Views: 2487
Re: Blender rendering help
It looks most impressive. I did do some changes to the model while I was waiting on help(visible on those renders I posted, enlarged the detail pieces & the gun), and looking at that render I clearly need to add some detail to the right side of the sentry gun, looks too empty.
Thank you very much ...
Thank you very much ...
- Tue Jan 22, 2019 8:25 am
- Forum: Modding help
- Topic: Blender rendering help
- Replies: 6
- Views: 2487
Re: Blender rendering help
Well, I made a little progress on the gun by moving the camera so it is better centered. But the base refuses to cooperate. I've tried altering camera clipping, position of camera. With higher lower clip value, it just disappears altogether. Still get corruption even when I move camera so the base ...
- Sun Jan 20, 2019 2:33 pm
- Forum: Modding help
- Topic: Blender rendering help
- Replies: 6
- Views: 2487
Blender rendering help
So, I was playing Pyanodon's mods today, 6 hours into a game, and biters are starting to take a interest in me from multiple directions, and I haven't researched techs that allow me to make Turrets yet...so I figured, why not make a tier 0 Sentry Gun mod. Problem is I can't even render the model ...
- Tue May 16, 2017 2:28 am
- Forum: Modding help
- Topic: [0.15.10]OARC Scenario, join desync
- Replies: 1
- Views: 1151
[0.15.10]OARC Scenario, join desync
Simply, attempt to join the server, it had 1 client on it already. Instant desync after map finishes downloading.
Here is the desync report from onedrive cause it is over 400mb:
https://1drv.ms/u/s!Ag_oGXM7aD7ngQ4kKy5YnZ3Q1kvJ
Here is the desync report from onedrive cause it is over 400mb:
https://1drv.ms/u/s!Ag_oGXM7aD7ngQ4kKy5YnZ3Q1kvJ
- Fri May 12, 2017 11:17 am
- Forum: Mods
- Topic: [MOD 0.12.x] Manufacturing Units
- Replies: 22
- Views: 37860
Re: [MOD 0.12.x] Manufacturing Units
Well, I merely changed the version number, and added the Factorio version tag.
- Sun May 07, 2017 4:06 pm
- Forum: Pending
- Topic: [0.15.5]Multiplayer UPS causing issues
- Replies: 9
- Views: 4214
- Sun May 07, 2017 4:21 am
- Forum: Pending
- Topic: [0.15.5]Multiplayer UPS causing issues
- Replies: 9
- Views: 4214
Re: [0.15.5]Multiplayer UPS causing issues
This looks like a standard case of can not keep up with the server issue.
A client that is starting to fail to keep up with the server can cause desyncs for other clients on the server that can keep up, and keep them in a desync loop till the desyncer gets a desync archive or the server is ...
A client that is starting to fail to keep up with the server can cause desyncs for other clients on the server that can keep up, and keep them in a desync loop till the desyncer gets a desync archive or the server is ...
- Thu May 04, 2017 4:10 am
- Forum: News
- Topic: Friday Facts #188 - Bug, Bug, Desync
- Replies: 37
- Views: 24242
Re: Friday Facts #188 - Bug, Bug, Desync
low usage on the cpu now.
Go play on a OARC server that has ran for more than 30 hours. Have fun trying to catch up even with a 4,17ghz 8-core processor. Factorio is not a multicore application, so naturally CPU usage looks "low". But in big/long games, the usage is very high.
For games that have ...
Go play on a OARC server that has ran for more than 30 hours. Have fun trying to catch up even with a 4,17ghz 8-core processor. Factorio is not a multicore application, so naturally CPU usage looks "low". But in big/long games, the usage is very high.
For games that have ...
- Mon May 01, 2017 6:05 am
- Forum: Pending
- Topic: [0.15.3]OARC scenario, clients start dropping>desyncing
- Replies: 5
- Views: 2946
Re: [0.15.3]OARC scenario, clients start dropping>desyncing
Well, I've found one cause for the desync. Picking up items from belt. Makes the server lag for everybody. Pick up items long enough, you get stuck in a loop on your own belt where your client will run in place, and keep performing item pickup. You can't move, you can't stop picking up items(this ...
- Sat Apr 29, 2017 1:18 pm
- Forum: Pending
- Topic: [0.15.3]OARC scenario, clients start dropping>desyncing
- Replies: 5
- Views: 2946
Re: [0.15.3]OARC scenario, clients start dropping>desyncing
It was automated. I desynced, game automatically started reconnecting, loaded map, then crashed.
How many times must I make it clear it was not me doing anything?
Every desync I've had so far, game crashes on map load finishing.
How many times must I make it clear it was not me doing anything?
Every desync I've had so far, game crashes on map load finishing.