Search found 130 matches

by Yinan
Wed Mar 01, 2017 1:31 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218924

Re: Bugs & FAQ

It seems to me like Angels Refining needs some of Bobs modules even so it's only optional. I have Angels Infinite Ore and Angels Refining as well as all of Yuoki running, no bob. The "Burner Ore Crusher" needs "Something went wrong" as a resource to build it, and in the intermedi...
by Yinan
Wed Feb 22, 2017 5:41 am
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 43327

Re: If it's not a feature - it's maybe a Bug ?

There are so many reciepes that give Tehcanic Sign as a byproduct, I don't really think that an extra reciep just for Techanic Signs is needed.
At least I always get a lot of them.
by Yinan
Fri Feb 17, 2017 11:19 am
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 43327

Re: If it's not a feature - it's maybe a Bug ?

Frankly, I would suggest to just remove it all together or turn it down a lot because the bonus to production really is pretty huge. Another possible bug (I'm not sure if bug or intended): You can use the Plasma Ammo (the once used for the Plasma Turret) with your laser gun. You even shoot out the s...
by Yinan
Thu Feb 16, 2017 1:02 pm
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 43327

Re: If it's not a feature - it's maybe a Bug ?

Just make sure to spell it right so that the Error doesn't appear ^ ^
by Yinan
Thu Feb 16, 2017 6:57 am
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 43327

Re: If it's not a feature - it's maybe a Bug ?

I found out that you actually CAN use "Science Baby !" Modules, but only to produce vanilla items.
Problem is that basically no Yuoki-Items are marked as intermediate, so the Modules don't work there, not even for pure iron -.-
by Yinan
Wed Feb 15, 2017 9:40 pm
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 43327

Re: If it's not a feature - it's maybe a Bug ?

It seems like the "Science Baby !" Modules don't work.

No matter where I try to insert them and no matter what is produced, I always get:

Unknown key: "item-limitation.production-module-usable-only-on-intermeidates"

Probably because you misspelled "intermediates".
by Yinan
Sat Feb 11, 2017 3:40 pm
Forum: Won't fix.
Topic: [14.22] Crash on autosave
Replies: 4
Views: 1492

Re: [14.22] Crash on autosave

Well, interestingly, I'm still playing the game. I just loaded the previous autosave and have now been playing for 2 more hours without any more crashes. Didn't have any problem with subsequent autosaves. It seems to me as there is some kind of issue with the autosave which rarely fills up the memor...
by Yinan
Sat Feb 11, 2017 2:15 pm
Forum: Won't fix.
Topic: [14.22] Crash on autosave
Replies: 4
Views: 1492

[14.22] Crash on autosave

Hi, while playing the current version, the game crashed on autosave. The autosave-Information appeared, but nothing happened for several seconds (around 10 to 15). Then the error dialog appeared. I attached the log file. the auto_save created a file called "_autosave5.tmp", which seems to ...
by Yinan
Mon Oct 17, 2016 8:11 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124606

Re: [0.12.x][v0.12.10] Bob's Modules.

1. Is it intended that the "Raw Speed Module 1" can only be produced in an "Assembling Machine 3" or better while basically all the other modules can already be produced in an "Assembling Machine 2"? 2. Is it intended that the "Module main board" and the "...
by Yinan
Mon Oct 17, 2016 4:57 pm
Forum: Ideas and Requests For Mods
Topic: Laptop battery
Replies: 7
Views: 3323

Re: Laptop battery

You might as well just use big power poles instead of the railroad way to connect the green circuit factory with the other factory where energy is produced.
by Yinan
Sun Oct 16, 2016 8:04 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Power mod
Replies: 102
Views: 129159

Re: [0.12.x][v0.12.8] Bob's Power mod

Are the ratios of Steam engines to boilers still right? I just tried it out and it doesn't seem to work. 10 mk4 boilers, 10 mk3 steam engines and 2 pumps. Should work based on the ratios. But water only gets to 50°C, which is less than half! Also, when looking at the depletion of the red bars in bot...
by Yinan
Fri Oct 07, 2016 2:12 pm
Forum: Implemented Suggestions
Topic: Restart after Mod Change
Replies: 3
Views: 2656

Re: Restart after Mod Change

Sorry for wrong Board :cry:
by Yinan
Thu Oct 06, 2016 4:02 pm
Forum: Implemented Suggestions
Topic: Restart after Mod Change
Replies: 3
Views: 2656

Restart after Mod Change

Hi, it would be really nice if the restart after mod change would only occur AFTER you leave the whole mod section. Currently it's impossible to both update mods and add new mods without having to restart in between, because as soon as you leave the "Mod search" screen, Factorio will resta...
by Yinan
Sun Oct 02, 2016 8:12 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29521

Re: [MOD 0.14.2] Wireless Charging

The "Low power induction station" doesn't work for me either. No matter where I put it, the red "no electricity"-Icon is always blinking and nothing charges up in my armor. My personal guess would be that it's because it has both "Maximum input" and "Maximum output...
by Yinan
Fri Apr 22, 2016 6:58 am
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 63811

Re: [MOD 0.12.29] Logistics Railway 1.0.6

Who the hell transports filled out Blueprints in a train wagon???
by Yinan
Mon Apr 11, 2016 5:09 pm
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 162727

Re: [MOD 0.12.x]Factorio Extended 0.1.3

Speadge wrote:Waitek's HD pack is almost default for everyone now
No it isn't.

I, for example, am not using it and I would be unable to use this mod here if he changed the textures to HD.

So please don't. Or only if it's optional.
by Yinan
Sat Apr 02, 2016 9:00 am
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 63811

Re: [MOD 0.12.29] Logistics Railway 1.0.5

Yeah plz only do that as an option.
I like it the way it currently is.
by Yinan
Sun Mar 27, 2016 11:13 am
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40345

Re: [MOD 0.12.x]MagneticFloor 0.0.4

I'm using version 0.0.4, so the most current one.
by Yinan
Sat Mar 26, 2016 12:39 pm
Forum: Mods
Topic: [MOD 0.12.20+] Hunter bot
Replies: 8
Views: 4020

Re: [MOD 0.12.20+] Hunter bot

Well that's not obvious to me. And it doesn't matter if it's work in progess. If I have no idea what this mod does, it's a bad sign. Is it really that difficult to just give a short explanation what this mod does and what it's supposed to do in future versions? I mean if I look at a lot of other ent...
by Yinan
Sat Mar 26, 2016 8:54 am
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40345

Re: [MOD 0.12.x]MagneticFloor 0.0.4

Well, what you currently have looks already awesome, gonna try this one out :)

Edit:
Just tested it. It says with everything "unknown key: ...". So there seems to be something amiss with the descriptions.

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