Search found 223 matches

by Peppe
Fri Jul 08, 2016 12:45 pm
Forum: Mods
Topic: [MOD 0.13.x] Interface Chest - 1.13.2
Replies: 49
Views: 25798

Re: [MOD 0.13.x] Interface Chest - 1.13.0

Thank you for working on this mod and keeping it updated. I really enjoy it! I am currently running v1.13.1 with Factorio 0.13.6 It seems that the interface chest can destroy around 25% of the items it places onto a belt. It doesn't seem to affect an interface chest that picks up from a belt, but I...
by Peppe
Thu Jul 07, 2016 7:59 pm
Forum: Mods
Topic: [MOD 0.13.x] Interface Chest - 1.13.2
Replies: 49
Views: 25798

Re: [MOD 0.13.x] Interface Chest - 1.13.0

I'm having an issue with this mod. Crafting, placing and using the chest works fine, but after saving my map and loading it again, the Interface chest disappears. No other item from this mod (or other mods as far as I noticed) seem to disappear. Only the interface chest. Anyone else having this pro...
by Peppe
Wed Jul 06, 2016 3:37 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 139001

Re: Yuoki Industries - Addon Engines 0.3.12 (0.13)

i have tested, current version and looks working now, also with minimum_temperature. the only thing is you need a bypass pump to get water/steam under minimum_temperature out of the system. i suggest 2 different turbines, maybe SS-800 to keep the heat http://johnsmith.ktec.de/factorio/mods/screens/...
by Peppe
Wed Jul 06, 2016 3:06 pm
Forum: Mods
Topic: [MOD 0.13.x] Interface Chest - 1.13.2
Replies: 49
Views: 25798

Re: [MOD 0.13.x] Interface Chest - 1.13.0

Grimshad wrote:Is there a version of this that only works with belts? It connecting to any inventory completely eliminates the need for inserters. I just want to use it as a buffer inline with the belt.
If there is a both an input belt and an output belt it will not connect to any adjacent inventories.
by Peppe
Tue Jul 05, 2016 2:55 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 139001

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

let's wait some days - if the devs have a solution or not. otherwise it's no problem to change recipes or the overheater back to electric-consumption. Also affects pocket sterling engine and solid fuel engine. okay, broken is broken ... i have uploaded a different-version, all MF-outputs have a tem...
by Peppe
Mon Jul 04, 2016 6:44 pm
Forum: Mods
Topic: [MOD 0.13.x] Interface Chest - 1.13.2
Replies: 49
Views: 25798

Re: [MOD 0.13.x] Interface Chest - 1.13.0

Brot Zockt wrote:Is it also available in 0.12?

All the releases are here:
https://github.com/Peppe-KSP/InterfaceChest/releases

Anything not 1.13.x is for .12.
by Peppe
Mon Jul 04, 2016 5:28 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 139001

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

YuokiTani wrote:let's wait some days - if the devs have a solution or not.
otherwise it's no problem to change recipes or the overheater back to electric-consumption.
Also affects pocket sterling engine and solid fuel engine.
by Peppe
Mon Jul 04, 2016 7:41 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 139001

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Thank you for your help. I've been testing with a toy mod that replicates this issue. A pattern of behavior is emerging but I am still testing to make sure. To be sure, this does look like a bug in Factorio's code and not anything the mod introduced. There is a work around however I would prefer no...
by Peppe
Mon Jul 04, 2016 4:47 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 139001

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

New map probably created today with 13.4, but may be 13.3. I can post the save game later if it will help. If you don't mind, download Factorio 12.35, yi_engine 0.1.10, yuoki 0.2.46. Make the exact same setup and watch for dubious behavior. You can use /c game.speed=X, where X is an interger, to sp...
by Peppe
Mon Jul 04, 2016 2:46 am
Forum: Mods
Topic: [MOD 0.12] Default request amount change
Replies: 18
Views: 24535

Re: [MOD 0.12] Default request amount change

johntarmac wrote:Hi Martc, will you be updating this for 0.13?

Cheers
It's now an option directly in the game. Menu options other? Somewhere in there.
by Peppe
Mon Jul 04, 2016 1:39 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 139001

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Weird Bug: Inserters won't add fuel to Overheater. I give it the 3 GJ unicom 2 fuel, and it has a slow moving bar. Using my same 159mw setup as above, but with chests for fuel. I setup a basic inserter to pull from a chest and add unicom 2 and if I manually empty the fuel it doesn't instantly add f...
by Peppe
Mon Jul 04, 2016 12:38 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 139001

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Weird Bug: Inserters won't add fuel to Overheater. I give it the 3 GJ unicom 2 fuel, and it has a slow moving bar. Using my same 159mw setup as above, but with chests for fuel. I setup a basic inserter to pull from a chest and add unicom 2 and if I manually empty the fuel it doesn't instantly add fu...
by Peppe
Sun Jul 03, 2016 7:51 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 139001

Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

On the TMFW Engine + Steam turbine. Am I missing something -- if I let the turbine get to max and then connect the engine it works fine 100% load. If the turbine ever stops / MF goes to zero it can never re-start the engine. Is there something that goes between them that would control the startup ? ...
by Peppe
Fri Jul 01, 2016 3:08 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 92740

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Unofficial .13 version attached.

Surprisingly simple conversion -- expected a bunch of circuit prototype issues.

I don't have a good test base to test with yet, so let me know if any issues in actual use.
by Peppe
Fri Jul 01, 2016 12:13 am
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 52463

Re: Bug reports

Not sure if this has already been posted, but the newest update (2.0.4) causes existing maps to exit to the main menu a few seconds after loading, with the error message, "No entity prototypes are available for this building." This error seems to be caused by these lines: If I comment out...
by Peppe
Thu Jun 30, 2016 10:33 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 98226

Re: [MOD 0.12.35] Satellite Uplink Station 0.1.4

Unofficial .13 port attached.

Port for ION Cannon: viewtopic.php?f=93&t=17910*obsolete
by Peppe
Thu Jun 30, 2016 10:32 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 327354

Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Unofficial .13 port attached.

Port for Satellite uplink:viewtopic.php?f=97&t=19883 * obsolete
by Peppe
Mon Jun 27, 2016 7:20 pm
Forum: Mods
Topic: [MOD 0.13.x] Interface Chest - 1.13.2
Replies: 49
Views: 25798

Re: [MOD 0.13.x] Interface Chest - 1.13.0

Updated for .13.

Barebones testing while I wait for other mods to update.
by Peppe
Thu Jun 23, 2016 2:05 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Excel Spreadsheet for Oil production planning
Replies: 2
Views: 3573

Re: Excel Spreadsheet for Oil production planning

Cracking section should use 4 second recipe times instead of 5 to account for the chemical plant crafting speed.

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