Search found 16 matches
- Sun Aug 02, 2020 10:31 am
- Forum: Yuoki Industries
- Topic: Productivity modules ignoring productivity rules.
- Replies: 10
- Views: 6279
Re: Productivity modules ignoring productivity rules.
It has never worked like that before. As he had "productivitymodulelimitation()" and that does not work. It may have changed to what it is now in an update and i think he commented it out to get the mod started and just forgot. I am also working on another pull request to add productivity to Yuoki ...
- Sun Aug 02, 2020 8:59 am
- Forum: Yuoki Industries
- Topic: Productivity modules ignoring productivity rules.
- Replies: 10
- Views: 6279
Re: Productivity modules ignoring productivity rules.
Just been checking on module behaviour - as far as I can tell you can use Yuoki production modules in any machine that will accept them, and for any recipe you care to throw at them.
So - I'm a bit puzzled as to why you think Yuoki intermediates can't be made with Yuoki modules??
They certainly ...
- Wed Jul 29, 2020 9:53 am
- Forum: Yuoki Industries
- Topic: Productivity modules ignoring productivity rules.
- Replies: 10
- Views: 6279
Re: Productivity modules ignoring productivity rules.
Things get a bit stranger as if i install bobs and angles they work as expected. I would like for them to work with yuoki intermediaries like gears and chips as they never have worked in there but should imo.
- Sat Jul 25, 2020 11:48 pm
- Forum: Yuoki Industries
- Topic: Productivity modules ignoring productivity rules.
- Replies: 10
- Views: 6279
Productivity modules ignoring productivity rules.
As you can see here I can put all of the productivity modules in recipes that i should not be able to. This only happens on vanilla bindings.

This is on factorio 0.18.36 and Yuoki Industries 0.8.91 with no other mods.
This is on factorio 0.18.36 and Yuoki Industries 0.8.91 with no other mods.
- Sat Apr 29, 2017 6:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45717
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
As of 0.15.3 yes it is. I do hope its just a bug, as having the freedom to lay out your reactor is awesome, and not just use some cookie cutter blueprint.slaphappypap wrote:Is this still the case? Do i need to place my heatpipes from near the reactor to away from the reactor?
- Fri Jul 15, 2016 5:00 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon PFW (obsolete)
- Replies: 56
- Views: 82149
Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)
Are you sure you meant to increase the generator to 15MW? That is 20 times a normal fusion reactor.
Edit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 module. Can say that the hard ...
Edit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 module. Can say that the hard ...
- Wed Jul 13, 2016 6:27 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon PFW (obsolete)
- Replies: 56
- Views: 82149
Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)
Are you sure you meant to increase the generator to 15MW? That is 20 times a normal fusion reactor.
Edit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 module. Can say that the hard ...
Edit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 module. Can say that the hard ...
- Mon Jul 11, 2016 1:45 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 152768
Re: Yuoki Industries - Addon Engines 0.3.14 (0.13)
It seems the hard locking issue is still here when hovering over items in your crafting que or in your tech tree. It may not seem like a big issue but it means i cant use it on my server as if anyone hovers over an item it just hard locks everyone for seemingly forever. The server seems to never ...
- Sun Jul 10, 2016 11:55 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 152768
Re: Yuoki Industries - Addon Engines 0.3.14 (0.13)
It seems the hard locking issue is still here when hovering over items in your crafting que or in your tech tree. It may not seem like a big issue but it means i cant use it on my server as if anyone hovers over an item it just hard locks everyone for seemingly forever. The server seems to never ...
- Sun Jul 03, 2016 1:33 am
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 53071
Re: If it's not a feature - it's maybe a Bug ?
There is some kind of hard locking bug with tool tips if you hover over them with the engines addon, I made a small video to better explain it.
On factorio 0.13.3 and latest Yuoki and engines addon.
https://www.youtube.com/watch?v=T2N8g8mnLlA
On factorio 0.13.3 and latest Yuoki and engines addon.
https://www.youtube.com/watch?v=T2N8g8mnLlA
- Fri Jul 01, 2016 6:18 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 698304
Re: Yuoki Industries - Informations, Suggestions, Questions
again a new version - but looks now more stable for me ...
0.3.49
changes/fixes:
- walls to show the gate-indicator (also was this the crash-reason ?)
- breaking the Power-Plant gives you a MEG-5.4-S
- SS-800-P build-recipe removed, breaking a SS-800-P give you a SS-800-S
- SS-800-S has a new blue ...
0.3.49
changes/fixes:
- walls to show the gate-indicator (also was this the crash-reason ?)
- breaking the Power-Plant gives you a MEG-5.4-S
- SS-800-P build-recipe removed, breaking a SS-800-P give you a SS-800-S
- SS-800-S has a new blue ...
- Thu Jun 30, 2016 10:41 pm
- Forum: 5dim's mod
- Topic: Mod download changed to mods.factorio
- Replies: 3
- Views: 5299
Re: Mod download changed to factoriomods
I don't see any of them on there, is it not available for 0.13.1 just yet?
- Sat Feb 20, 2016 12:37 pm
- Forum: Technical Help
- Topic: Force exploring map.
- Replies: 2
- Views: 2966
Re: Force exploring map.
Thank you, that did the trick!
- Sat Feb 20, 2016 2:17 am
- Forum: Technical Help
- Topic: Force exploring map.
- Replies: 2
- Views: 2966
Force exploring map.
Is there a command that will reveal all generated chunks? I know about the one use to make a 1024^2 of land and chart it but i'm just looking for one that wont make any more land than is already there. I remove a mod that had a lot of ore and just wanting to refresh my map so i know whats real and ...
- Thu Aug 13, 2015 1:23 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 213298
Re: [0.12.x] RSO Discussion thread
I can say that the global_size_mult and size_distance_factor have no effect what so ever. I've tried from 1 to 9,999,999 and everything is still the same size. I've tried making new maps, using /c remote.call("RSO", "regenerate") and /c remote.call("RSO", "regenerate", true). Can anyone confirm that ...
- Sun Jul 19, 2015 7:57 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Dedicated Server Guide on Windows
- Replies: 42
- Views: 237726
Re: Dedicated Server Guide on Windows
Does anyone know how to set the auto-save interval or the latency setting? My server seems to be auto-saving every 2 mins and any one with a ping higher than about 100 just cant be on the server.