Search found 130 matches
- 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...
- 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.
At least I always get a lot of them.
- 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...
- 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 ^ ^
- 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 -.-
Problem is that basically no Yuoki-Items are marked as intermediate, so the Modules don't work there, not even for pure iron -.-
- 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".
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".
- 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...
- 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 ...
- 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 "...
- 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.
- 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...
- 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
- 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...
- 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...
- 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???
- 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
No it isn't.Speadge wrote:Waitek's HD pack is almost default for everyone now
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.
- 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.
I like it the way it currently is.
- 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.
- 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...
- 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.
Edit:
Just tested it. It says with everything "unknown key: ...". So there seems to be something amiss with the descriptions.