Search found 298 matches

by bigyihsuan
Fri Aug 16, 2019 7:23 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 47456

Re: Nauvis Post Collapse (16GB ram minimum required)

xrogaan wrote:
Fri Aug 16, 2019 6:09 pm
Is the minimal 16GiB ram required is quite a high amount. Has anybody tried with a lesser amount to see how the game fares?
I have 16 GB but usually have only ~12 GB free. Loading the map takes a while, and I occasionally got UPS drops while exploring.
by bigyihsuan
Fri Jan 25, 2019 5:38 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 38092

Re: Friday Facts #279 - Train GUI & Modern Spitter

My first thought was YES FFF

Then YES TRAIN IMPROVEMENTS

Then "acid green acid makes sense but looks weird"
by bigyihsuan
Thu Aug 02, 2018 1:13 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 974
Views: 141388

Re: PyCoalTBaA or the PyCoal Angels Patch

I hope you update soon. Me, and one other as it seems, have been getting a"nih value" error on startup. Both have been reported over a month ago, and there hasn't been any sign of a fix. Updated everything today and got this error at launch: -- Failed to load mods:_ _PyCoalTBaA_ _/data-fin...
by bigyihsuan
Mon Jul 09, 2018 11:12 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 974
Views: 141388

Re: PyCoalTBaA or the PyCoal Angels Patch

I'm getting an error between this and SpaceX.

Code: Select all

__PyCoalTBaA__/data-final-fixes.lua:39: __PyCoalTBaA__/updates/SpaceX.lua:169: attempt to index field 'results' (a nil value)
Error:
Image

Mod list:
Image
by bigyihsuan
Sat Mar 24, 2018 3:51 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 32237

Re: Friday Facts #235 - 0.16 stable

Rseding91 wrote:We changed nothing about how it worked and somehow it was crashing less.
to be fair that's how i feel sometimes when coding

and also playing factorio
and everything in life
by bigyihsuan
Mon Jan 01, 2018 11:47 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 822665

Re: Development and Discussion

yeah I read that, the point is that after giving it some thought I wouldnt integrate that as a permanent part of the mod, because if you have 500k copper in storage you did something wrong in balancing out the outputs to your needs ;) I would recommend that if you really want it you make it a mini-...
by bigyihsuan
Mon Jan 01, 2018 5:39 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 822665

Re: Development and Discussion

Hey Arch66Angel. I proposed this idea almost 2 years ago during 0.14 on #mod-making on the Factorio Discord. Melt ores (the vanilla/bob's ores) with some sulfuric acid, or some other acid, to create a small amount of mineral slurry. That is all. I have 500k copper ore sitting in quite a few silos ri...
by bigyihsuan
Sat Dec 16, 2017 6:51 pm
Forum: Duplicates
Topic: [kovarex] [0.16.2] Belts between splitter invisible while placing blueprint
Replies: 6
Views: 1510

Re: [0.16.2] Belts between splitter invisible while placing blueprint

No, this is a brand new world for 0.16 specifically.
by bigyihsuan
Sat Dec 16, 2017 6:01 pm
Forum: Duplicates
Topic: [kovarex] [0.16.2] Belts between splitter invisible while placing blueprint
Replies: 6
Views: 1510

Re: [0.16.2] Belts between splitter invisible while placing blueprint

Loewchen wrote:Can not reproduce, can you for 16.4?
If yes, provide save and log please.
In 0.16.4 also. Save and log attached.
by bigyihsuan
Fri Dec 15, 2017 4:57 am
Forum: Duplicates
Topic: [kovarex] [0.16.2] Belts between splitter invisible while placing blueprint
Replies: 6
Views: 1510

[kovarex] [0.16.2] Belts between splitter invisible while placing blueprint

Factorio 0.16.2, Windows 10.

When previewing a blueprint placement with belts sandwiched between 2 splitters, the belts are invisible, but still places a ghost entity when placed.
Before placement
After placement
by bigyihsuan
Fri Dec 01, 2017 9:12 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 50321

Re: Friday Facts #219 - Cliffs

Those cliffs look amazing.
by bigyihsuan
Tue Nov 07, 2017 2:39 pm
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 3725

Re: [0.15.x] Auto-detecting Ore Crusher

Thank you for making this. Now I can make that universal ore crushing build.
by bigyihsuan
Tue Sep 19, 2017 3:38 am
Forum: General discussion
Topic: What is everyone's preferred train size
Replies: 70
Views: 22138

Re: What is everyone's preferred train size

My last save used 2-4-2. I've used 1-2 in my first few playthoughs because of Bentham's influence. I want to upgrade to larger trains sometime in the future, but that's for another time.
by bigyihsuan
Fri Jun 23, 2017 9:37 pm
Forum: General discussion
Topic: Steam/diesel locomotives
Replies: 20
Views: 4742

Re: Steam/diesel locomotives

I certainly would welcome train variety, however steam locomotives don't fit Factorio's setting. Within the first few minutes of gameplay we transition from burner era to electricity from steam engines. Within an hour we are at solar if not nuclear. By the time trains become a thing we are already ...
by bigyihsuan
Thu Jun 22, 2017 6:25 pm
Forum: General discussion
Topic: Steam/diesel locomotives
Replies: 20
Views: 4742

Re: Steam/diesel locomotives

I'd say to have 2 types of steam locos, and change the Diesel Locomotive. Steam engines require both fuel and water, but they're highly versatile with 2 different kinds. Although, they can only move at top speed when going forwards. Tank Engine (Tier 1) Small internal inventory for water (1/2 tank) ...
by bigyihsuan
Sun Jun 18, 2017 11:58 pm
Forum: General discussion
Topic: how often you play peacefull ?
Replies: 10
Views: 2538

Re: how often you play peacefull ?

All the time. Killing biters isn't really my thing. I just like building factories.
by bigyihsuan
Sun Jun 18, 2017 11:21 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 42850

Re: [MOD 0.15] ShinyBobGFX

Zombiee wrote:New version uploaded finally. More graphics, existing look better (to me), smaller size AND you don't need to use high sprite resolution.
Yay!
by bigyihsuan
Thu Jun 15, 2017 5:46 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 42850

Re: [MOD 0.15] ShinyBobGFX

I used some hi res graphics as default, if your settings for sprite resolution is not High then it crashes. I'll work on some low res stuff to match. In the meantime, you can change your Settings > Graphics > Sprite Resolution = High and it should load fine. Could you just resize the sprites to a l...
by bigyihsuan
Sat May 27, 2017 2:58 pm
Forum: Mods
Topic: [MOD 0.15+] Brighter Color Mask - Locomotive 0.2.1
Replies: 11
Views: 3326

Re: [MOD 0.15+] Brighter Color Mask - Locomotive 0.2.1

Hermios seems to have fixed the bug in RailPowerSystem 0.1.2.

EDIT: Nope, the bug is still here.
by bigyihsuan
Sat May 27, 2017 3:52 am
Forum: General discussion
Topic: Poll : Curious as to how many coders play factorio
Replies: 10
Views: 1710

Re: Poll : Curious as to how many coders play factorio

Student coder. Voted for none of the above.

I made a few mods, and perhaps I should start making some more complicated ones.

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