Search found 20 matches

by JyeGuru
Sat Jul 30, 2016 11:44 am
Forum: Releases
Topic: Version 0.13.12
Replies: 43
Views: 17806

Re: Version 0.13.12

Using CentOS 7 as well, and it's giving the "Headless-mode bug: OPENSSL_load_builtin_modules called. Aborting" error.

Tried updating from .11 as well as a fresh download of .12, both broken.
by JyeGuru
Thu Nov 26, 2015 12:11 am
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 58566

Re: [MOD 0.12.0] Fluid Barrel (1.0.0)

RocketScientist wrote:
Files are attached. Feel free to use in whatever way you like
I'll see about maybe adding an "altgfx" version download when I get home.
by JyeGuru
Mon Nov 23, 2015 1:42 am
Forum: Multiplayer / Dedicated Server
Topic: Factorio Update Helper (an aid for headless server owners)
Replies: 36
Views: 25659

Re: Factorio Update Helper (an aid for headless server owners)

Narc wrote:1 API key was invalidated during the development of this script.
I love this comment. :)
by JyeGuru
Sun Nov 15, 2015 9:11 pm
Forum: Mods
Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Replies: 20
Views: 27756

Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)

MalcolmCooks wrote:Not working in 12.17, it shows this error when loading/generating a map:
__DayNightExtender__/control.lua:11: attempt to index global 'game' (a nil value)
Please try using the version linked in the post immediately above yours - it has been updated and works in 0.12.17
by JyeGuru
Wed Nov 11, 2015 6:38 am
Forum: Releases
Topic: Version 0.12.16
Replies: 18
Views: 34112

Re: Version 0.12.16

Fansana wrote:
Why would you want this?
I mean maybe there is something I don't see but you could always restart the game.
Because it would be fun to watch? Same reason I made a "H2SO4" potion you can drink but it kills you. :p
by JyeGuru
Wed Nov 11, 2015 5:25 am
Forum: Releases
Topic: Version 0.12.16
Replies: 18
Views: 34112

Re: Version 0.12.16

Cronos_Cross wrote:I would get back into this game, but the end rocket is still pretty anti-climatic.
I considered making a mod that would make the rocket launch go horribly wrong. When it launched it would instead start a chain reaction explosion across all of your buildings. Didn't get very far though.
by JyeGuru
Tue Nov 03, 2015 1:07 am
Forum: Mods
Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Replies: 20
Views: 27756

Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)

antisocialian wrote:Not entirely sure what all i changed
Patched it based on your code and uploaded it here: https://github.com/yukihyou/factorio-da ... r/releases

The commit history shows the changes (direct link)
by JyeGuru
Mon Nov 02, 2015 9:55 pm
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 58566

Re: [MOD 0.12.0] Fluid Barrel (1.0.0)

Made some cosmetic updates (recipes sort order) and tested with some circuit setups, seems to be working just fine in 12.11

Download link (1.0.2):
https://github.com/yukihyou/factorio-fl ... l/releases
by JyeGuru
Sat Oct 24, 2015 12:30 pm
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 58566

Re: [MOD 0.12.0] Fluid Barrel (1.0.0)

Simon04090 wrote:Any chance of this getting updated to 0.12.11+?
Is there an issue with it in 0.12.11+? It seemed to load in a new game with no issues ...
by JyeGuru
Sun Oct 04, 2015 12:02 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 90945

Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20

It's semi-cheating as you can see where biter bases are all time. Even without radar Yeah, it is. I've since turned it off, it REALLY gets in the way trying to look at things on the map. Unfortunately it doesn't save settings per-game, and I had it on for a MP game I was playing recently and just f...
by JyeGuru
Sun Oct 04, 2015 10:40 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 90945

Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20

Found another bug for you! The invisible "remote viewing" things that are on the ore patches are targets for biters. This means they end up attacking the beacon in the middle of the ore patch instead of the miners a lot of the time. Additionally, even after deleting the ore patches from the sidebar,...
by JyeGuru
Sat Oct 03, 2015 7:06 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 90945

Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20

I ran into a bug I didn't see mentioned in the thread - YARM doesn't pick up all of the squares of a resource patch. Not sure if it's because I'm in 12.10, but it's not hard to just click the extra ones (if I notice) anyway. However, sometimes there's ONE square that just refuses to work - clicking ...
by JyeGuru
Tue Jun 16, 2015 4:01 am
Forum: Gameplay Help
Topic: [HELP] Modular vs Expandable.
Replies: 7
Views: 5723

Re: [HELP] Modular vs Expandable.

Peter34 wrote:There's no reason to have a Plastic line, on a main bus. Plastic is almost only used for red circuits.
I concur with this. By the time you really need it elsewhere, it's usually time that you have bots flying around to deliver the smaller amounts to the factories that need it.
by JyeGuru
Fri Jun 12, 2015 1:57 am
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 58566

Re: [MOD 0.11.x] Fluid Barrel (1.0.0)

Honestly that was the main thing I modded out. I did also consider making the barreling happen in a chemical plant, but there's enough recipes in them already without messing with them any further.
by JyeGuru
Thu Jun 11, 2015 9:12 am
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 58566

Re: [MOD 0.11.x] Fluid Barrel (1.0.0)

Awesome! I've added this to my modpack now and deprecated my customized version of the Liquid Station Mod.
by JyeGuru
Mon Jun 01, 2015 6:39 am
Forum: Gameplay Help
Topic: A few new questions
Replies: 11
Views: 5271

Re: A few new questions

But for obvious reasons, I can only have four products per such belt, two on the inner belt and two on the outher. The Inserters can't reach longer than that. For what it's worth, you can actually easily reach three belts with inserters: 1: Normal/Fast inserter, belt one space away 2: Long inserter...
by JyeGuru
Sat May 30, 2015 11:31 pm
Forum: Gameplay Help
Topic: Advanced oil ratios?
Replies: 9
Views: 7070

Re: Advanced oil ratios?

H2SO4 is sulfuric acid for those wondering Johnny was a chemist's son Johnny is no more For what he thought was H2O Was H2SO4 I propose adding a new item to the game: "Bottle of H2SO4" - description: "Industrial quality sulfuric acid on a bottle. Try drinking it!" Looks: yellow science pack Used in...
by JyeGuru
Thu May 21, 2015 6:39 am
Forum: Gameplay Help
Topic: looking for ways to make factorio fun again
Replies: 12
Views: 4315

Re: looking for ways to make factorio fun again

tbmcmahan wrote:and, ummm, that is my way of saying I might have lost all my progress because of an autosave in a different world
And this is why I symlink/Junction Point my saves folder into Dropbox ...
by JyeGuru
Wed Dec 31, 2014 2:11 am
Forum: Multiplayer
Topic: Looking for people !
Replies: 23
Views: 13068

Re: Looking for people !

Active multiplayer in AEST (GMT+10) time zone. Have Skype/Steam, generally play with a friend interstate for 5+ hour marathon sessions. Just ended another game recently and wanting to start a new map.

Skype: snowleopard1024
Steam: http://steamcommunity.com/id/yukihyou
by JyeGuru
Tue Dec 30, 2014 12:08 pm
Forum: Mods
Topic: [MOD 0.10.x] Liquid Station Mod
Replies: 30
Views: 27083

Re: [MOD 0.10.x] Liquid Station Mod

Just thought I'd put this here - been starting to put mods/etc into source control so I can keep track of small modifications I do to them. Helps me keep track for when new versions come out, or if I only want some functionality of a mod. In the process of stripping out the dedicated building in thi...

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