Search found 10 matches
- Sun Nov 29, 2015 10:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Belt overflow logic
- Replies: 2
- Views: 7838
Re: Belt overflow logic
Pretty much, when you think about it like that, it sounds a lot easier. Would it be that easy to code?
- Sun Nov 29, 2015 8:40 pm
- Forum: Ideas and Requests For Mods
- Topic: Belt overflow logic
- Replies: 2
- Views: 7838
Belt overflow logic
This is a simple idea for a way to prioritize things, and an alternate way to split a belt without a splinter, but still early game tech and just as fast. Basically, the idea is if items on a belt back up to this, they all start going down this other belt you've connected instead, seems simple, then ...
- Sun Nov 29, 2015 8:23 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 154823
Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)
I'm still getting this error after disabling all non-Yuoki mods, and it loads fine with this mod disabled, i am completely sure this mod is causing the error i'm encountering.
Why don't you reverse it? Does it load with only this mod and none others? Start a new game if you must.[/quote]
Aren't ...
Why don't you reverse it? Does it load with only this mod and none others? Start a new game if you must.[/quote]
Aren't ...
- Sun Nov 29, 2015 11:16 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 154823
Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)
I'm still getting this error after disabling all non-Yuoki mods, and it loads fine with this mod disabled, i am completely sure this mod is causing the error i'm encountering.
- Sun Nov 29, 2015 3:06 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 154823
Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)
0.1.7, and i agree it's weird, but it must be this mod, or some interaction between it and something else, as it works fine without this mod.
- Sat Nov 28, 2015 7:13 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 154823
Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)
I'm getting an error that says _ _yo_[ft_ _ /control.lua:3: attempt to index global 'game' (a nil value) when i try to load or start a new game. I've isolated this mod to cause it, as i can play fine without it. This is all on 0.12.16, 64 bit.
The only non-Yuoki mods i'm using are Diesel Generator ...
The only non-Yuoki mods i'm using are Diesel Generator ...
- Thu Mar 12, 2015 2:41 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Zeppelins!
- Replies: 13
- Views: 12444
Re: [Request] Zeppelins!
I greatly support this idea, it should start very early in the game as well, seeing as the first hot air balloons existed in 1783. I see the best way to make it being that you build mooring masts as stations for them, these would be enormous and hard to build at first, being that anything later then ...
- Mon Jan 12, 2015 2:25 am
- Forum: Mods
- Topic: [MOD 0.11.6][WIP] Better Turrets - alpha 0.0.3
- Replies: 30
- Views: 27132
Re: [MOD 0.11.6][WIP] Better Turrets - alpha 0.0.3
Outside or radar range? Yeah, that is a problem. I say spotter drones and such would be the best fix. Also full scale range might be a bit much. The bigger guns should however be able to hit things a few of map squares away, with the biggest having a range of about 10 of them. Also, i'm using 11.8 ...
- Mon Jan 12, 2015 12:24 am
- Forum: Mods
- Topic: [MOD 0.11.6][WIP] Better Turrets - alpha 0.0.3
- Replies: 30
- Views: 27132
Re: [MOD 0.11.6][WIP] Better Turrets - alpha 0.0.3
This is really good, bigger turrets so you can cover a large area and not just have turrets every 2 feet is a good thing. Why stop at 100mm though? Ground based turrets got at least as big as 28cm triple turrets, mostly converted from battlecruiser guns. Something like that would have a range of ...
- Sat Sep 27, 2014 7:45 am
- Forum: Mods
- Topic: [MOD 0.10.x] Floors v0.0.2
- Replies: 56
- Views: 57233
Re: [MOD 0.10.x] Floors v0.0.2
Idea for a update/expansion/sequel mod: Walls! Basically, just walls that match the floors and are stronger then stock ones in later tiers, seems like a good way to make a nice, indoor feeling factory.