Search found 16 matches

by Hinanawi-sama
Sat May 20, 2017 10:07 pm
Forum: Bob's mods
Topic: Nuclear ideas (Thorium and others)
Replies: 69
Views: 38396

Re: Thorium ideas

The Plasma weaponry idea would still work. Sure it rises based off earth-like air pressure but given enough velocity, I could see it as a top teir flamethrower weapon type.
It could also have a tiered system as well; more powerful magnets for higher velocities would increase range of the 'flame'.
by Hinanawi-sama
Wed May 17, 2017 5:15 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 129376

Re: [MOD 0.12.12+] Research queue 1.2.6

TBF, Endless research is okay BUT to resource usage of it being constantly queued would be....a bit detrimental. I think keeping it to when we want to research it would be better. But as far as RQ is concerned, I'm good with the simple queue of endless (queue up 5 and let your buffers refill sort of...
by Hinanawi-sama
Tue May 16, 2017 1:00 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 129376

Re: [MOD 0.12.12+] Research queue 1.2.6

Well I did my own testing and found that if a mod throws an exception, the game disables any mod that's listed as a dependent. I just narrowed it down to these mods in the screenie in my own time to determine the actual location of fault. And, personally, until RQ gets official integration of some s...
by Hinanawi-sama
Mon May 15, 2017 8:40 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 129376

Re: [MOD 0.12.12+] Research queue 1.2.6

The error is probably from research queue. Youki probably has a tech icon that is not 128x128. RQ doesn't check for the correct size and thinks all icons are 128 hence boom. Above is a guess as I have not looked at RQ code The error *IS* RQ. It's still broken, no matter what some above say (if all ...
by Hinanawi-sama
Sun May 14, 2017 8:45 pm
Forum: Yuoki Industries
Topic: Yuoki Tech Tree Mod
Replies: 6
Views: 10143

Re: Yuoki Tech Tree Mod

Running into sprite problems on 0.15.10 running Youki Tech Tree 0.15 and Research Queue 1.5.1 in tandem. Killing Crop-cache didn't change error message. Both work just fine on their own and I'm having trouble pinpointing which mod is actually throwing this error. Posted this on RQ thread as well. ht...
by Hinanawi-sama
Sun May 14, 2017 8:45 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 129376

Re: [MOD 0.12.12+] Research queue 1.2.6

Running into sprite problems on 0.15.10 running Youki Tech Tree 0.15 and Research Queue 1.5.1 in tandem. Killing Crop-cache didn't change error message. Both work just fine on their own and I'm having trouble pinpointing which mod is actually throwing this error. Posted this on Youki Tech Tree threa...
by Hinanawi-sama
Sat Dec 10, 2016 5:15 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 82327

Re: Friday Facts #168 - Nightvision Nightmare

Sadly, that 'Black and White' effect isn't actually night-vision, that's Heat Vision or FLIR (Forward Looking InfraRed). FLIR offers White hot and Black hot modes for a reason. True night-vision merely enhances the light the sensor picks up and the green hue was an intentional choice as the human ey...
by Hinanawi-sama
Wed Dec 09, 2015 2:13 am
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 38254

Re: [0.12.X] TimeButtons

Yea, I was about to say, if the button creation lines are executed on a per-tick basis, it would be better to run that command on load to prevent button overlap/screen corruption (or a game exception altogether) But the issue is making the command run only ONCE as if it runs every tick, you may get ...
by Hinanawi-sama
Sun Dec 06, 2015 3:33 am
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 38254

Re: [0.12.X] TimeButtons

Wouldn't running that command on world load be better or will it kill all other existing buttons? (Running Clock and Research Queue along with it)
Also asking this because if you happen to change the buttons themselves, you'd need to force-run the command anyway for update compatibility.
by Hinanawi-sama
Sat Nov 28, 2015 8:05 am
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 38254

Re: [0.12.X] TimeButtons

I have updated SpeedButtons to version 0.0.3. It now works with Factorio 0.12.11+: https://github.com/KeepOnDigging/SpeedButtons/releases This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting. Sorry about the delay updating, I haven't bee...
by Hinanawi-sama
Tue Nov 24, 2015 5:26 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 623323

Re: Yuoki Industries - Informations, Suggestions, Questions

AHHH I knew I had left overs after swapping from 11.22 to 12.18. Tyvm.
by Hinanawi-sama
Tue Nov 24, 2015 4:52 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 623323

Re: Yuoki Industries - Informations, Suggestions, Questions

http://puu.sh/lwGu2/81bffadada.jpg I'm getting this error just running Industries itself. I'm sure this isn't the only PNG its gonna have an issue with, its only the first one it caught. Any quick fixes that don't require a new version? (I have PS CS6 at my disposal if its a simple PNG modification...
by Hinanawi-sama
Mon Nov 23, 2015 5:48 am
Forum: Ideas and Requests For Mods
Topic: ANY type of time/tick-rate changer
Replies: 4
Views: 11123

Re: ANY type of time/tick-rate changer

More or less. Me being a technical player, I see it as a tick-rate modifier (increases/decreases the number of ticks per second, thus increasing/decreasing game simulation speed)
by Hinanawi-sama
Sat Nov 21, 2015 12:40 am
Forum: Ideas and Requests For Mods
Topic: ANY type of time/tick-rate changer
Replies: 4
Views: 11123

ANY type of time/tick-rate changer

Currently, the only reason I haven't touched 12.x at all is the time changer from ThunderGUI. For the sheer time it takes to process certain chains, this is a MASSIVE time saver for SP worlds.
As of this post, T-GUI is still 11.22 and I know very little LUA to try and update it myself.
by Hinanawi-sama
Fri Jun 05, 2015 10:13 pm
Forum: Mods
Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
Replies: 85
Views: 90174

Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

then i load my game it says: _peacemod_/data.lua:27: attempt to index field 'autoplace' (a nil value) how do i fix this? :?: It seems Peace Mod doesn't like F-mod 1.11.4 but it does work with F-mod 0.8.0 Beta and its add-ons. Source: Literally just tested it with the same exact error to the letter.

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