Search found 106 matches

by Vin
Sun Aug 23, 2015 3:38 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561471

Re: Yuoki Industries - Informations, Suggestions, Questions

CRC32: 38DD3EA3 MD5: 20FDDBA71BF0A82B1C5BA44C7D231DD4 SHA-1: B2F11C5BF84B7FE62725797BDD43A8DE580F71A8 File: Yuoki_0.2.33.zip CRC-32: 38dd3ea3 MD5: 20fddba71bf0a82b1c5ba44c7d231dd4 SHA-1: b2f11c5bf84b7fe62725797bdd43a8de580f71a8 Looks fine to me. I just checked my mod folder and the file is 140x122.
by Vin
Sun Aug 23, 2015 3:03 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561471

Re: Yuoki Industries - Informations, Suggestions, Questions

I agree with needing to have an item type for storage/compression. I just think it should be implemented in a way that is a gameplay decision to store, like converting unicomp to liquid. I'm not in favor of making the stack size really small, just something that makes liquid better storage per area ...
by Vin
Sun Aug 23, 2015 9:20 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561471

Re: Yuoki Industries - Informations, Suggestions, Questions

I would leave the stacksize for unicomp alone. It's great for resource compression and keeping things neat. Stacksize for things like chunks and derived resources should be under 1K if only to harmonize with vanilla stacksize. But then again, this is Yuoki Industries, not vanilla industries. I see ...
by Vin
Sun Aug 23, 2015 5:57 am
Forum: Bob's mods
Topic: bobs mods not able to download
Replies: 1
Views: 3221

Re: bobs mods not able to download

by Vin
Sun Aug 23, 2015 5:23 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561471

Re: Yuoki Industries - Informations, Suggestions, Questions

I was thinking the same, which was why I asked. I'm a big fan of the descriptions he puts on items, though I understand not all people will be. Edit to avoid double post: I think the thing I'd most like to see updated about the mod is stack sizes. Every added item seems to stack infinitely, which fe...
by Vin
Sat Aug 22, 2015 7:37 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561471

Re: Yuoki Industries - Informations, Suggestions, Questions

I've been playing YI for a couple days now and I'm kind of sad I didn't take some time to learn it before. I watched the first of Fatmice's explanatory videos and that was enough to get the ball rolling downhill. Once I had that frame of reference, the rest of the mod turned out to be pretty cool. T...
by Vin
Sat Aug 22, 2015 3:06 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298792

Re: [0.12.2+] SmartTrains 0.3.64

So I dove right into the test save without reading the last post in the thread. Took me a couple minutes longer than it should have, but eventually figured it out. :D Lovely update, some really cool stuff happening. Being able to have a train pickup whatever, drop off whatever, and wait only the exa...
by Vin
Sat Aug 22, 2015 11:02 am
Forum: Ideas and Suggestions
Topic: Power as a logistic ressource
Replies: 1
Views: 1357

Re: Power as a logistic ressource

This has been planned for a while. It was supposed to be in 0.12, but parts of the circuit network rewrite got pushed back due to time constraints. I would look for accumulators accepting red/green wire in 0.13.
by Vin
Fri Aug 21, 2015 1:08 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136484

Re: [MOD 0.12] Blueprint String

Just out of curiosity, how difficult would it be to program in a toggle for the GUI button by console command? I seem to collect mods that have buttons in the top left corner and it's getting a bit crowded.
by Vin
Fri Aug 21, 2015 5:39 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 122993

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Peter34 wrote:I'd really like to see a smaller version of this mod, with only the small coloured Lamps and nothing else...
With 1.0.6, you should look in config.lua for options to disable each component. I haven't looked myself, but the changelog says that they were added.
by Vin
Thu Aug 20, 2015 2:18 pm
Forum: General discussion
Topic: train pathfinding
Replies: 6
Views: 11901

Re: train pathfinding

What point are you trying to get at? Trains will try to hit every station in their route, even if it means getting in line. Don't overload your primary stations. Currently you can't tell trains to pick between multiple stations or to make their routes depend on logistic factors. They do not know wh...
by Vin
Tue Aug 18, 2015 11:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4][Oxyd] Wonky Expansion Candidate Chunks
Replies: 5
Views: 3690

Re: [0.12.4] Wonky Expansion Candidate Chunks

If biters can expand based on bases that no longer exist, then perhaps everything is working as intended.
by Vin
Mon Aug 17, 2015 2:40 pm
Forum: Gameplay Help
Topic: Expansion Candidate Chunks
Replies: 5
Views: 10966

Re: Expansion Candidate Chunks

https://forums.factorio.com/forum/vie ... =7&t=14980

My bug report may be of interest to you. I'd be curious to know if you get the same behavior I do when you place/remove a structure.
by Vin
Mon Aug 17, 2015 1:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4][Oxyd] Wonky Expansion Candidate Chunks
Replies: 5
Views: 3690

[0.12.4][Oxyd] Wonky Expansion Candidate Chunks

First, I'd like to mention I'm playing with RSO 1.0.3, which modifies how biters spawn. I've never seen the behavior before, but it could be an issue with the old version and updated Factorio. Also, this is possibly not a bug and intended behavior. That said, the debug option "show_enemy_expans...
by Vin
Fri Aug 14, 2015 9:25 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298792

Re: [0.12.2+] SmartTrains 0.3.63

Very minor issue - when I downloaded 0.3.63 .zip file, the top level folder for the mod was named "SmartTrains-0.3.63". Factorio threw an error expecting the folder to be named "SmartTrains_0.3.63". Easily fixed, but thought I should report anyway.
by Vin
Fri Aug 14, 2015 10:07 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298792

Re: [0.12.2+] SmartTrains 0.3.62

Sweet, thanks for fast fix. Just so I'm understanding properly - if I attach/detach a wagon, I'll have to re-add the train to whichever route I had it on? EDIT: Using the control.lua you linked. It looks like you left some debug stuff on, I'm getting messages for varying train states printed from th...
by Vin
Fri Aug 14, 2015 8:16 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298792

Re: [0.12.2+] SmartTrains 0.3.62

Yeah, with G specifically when the error occurred.

Losing settings on a train for attaching/detaching wagons wouldn't bother me since if I'm doing such things it's unlikely I have its schedule set.
by Vin
Fri Aug 14, 2015 7:19 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298792

Re: [0.12.2+] SmartTrains 0.3.62

Got this error when I was connecting/disconnecting trains.

http://i.imgur.com/pe0qK9p.jpg

It was fairly insistent that something was wrong. I eventually had to pick up the train and replace it to stop the error from repeating every second.
by Vin
Wed Aug 12, 2015 10:57 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 62382

Re: [0.12]Ideas, suggestions & discussion

Choumiko wrote:Bridges: I think it will be: No curves and increased cost per track the longer the bridge is.
This sounds reasonable, and easily balanced. Random tiny ponds won't disrupt the network but sizable lakes require a cost assessment to decide whether it's worth bridging or going around.
by Vin
Wed Aug 12, 2015 8:35 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 62382

Re: [0.12]Ideas, suggestions & discussion

Awesome work as usual Choumiko. 0.3.3 almost makes me want to restart a new world just so all my rail signals will be perfectly symmetrical with the new dual/quad simultaneous track laying. Been waiting for this update for a while. :D

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