Search found 372 matches

by waduk
Sun Aug 23, 2015 4:45 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561914

Re: Yuoki Industries - Informations, Suggestions, Questions

Fatmice wrote:Delete your crop-cache.dat and see if it helps.
Thanks, that did the trick. What actually happened ? What does crop-cache.dat do ?

Btw, i decided to use this mod after i see your video, i want to use that cute train !
by waduk
Sun Aug 23, 2015 3:58 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561914

Re: Yuoki Industries - Informations, Suggestions, Questions

This is weird, same check sum, and i also check the file was indeed 140x122, unlike the error pointed out.
What happened ?
by waduk
Sun Aug 23, 2015 3:30 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561914

Re: Yuoki Industries - Informations, Suggestions, Questions

I got this error when trying to use mod. http://i.imgur.com/imZSKeW.png?1 The third time i download it, same error ? Can someone check my file integrity ? This is the checksum i got : Yuoki Industries 0.2.33 CRC32: 38DD3EA3 MD5: 20FDDBA71BF0A82B1C5BA44C7D231DD4 SHA-1: B2F11C5BF84B7FE62725797BDD43A8D...
by waduk
Sun Aug 23, 2015 12:05 pm
Forum: Mods
Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
Replies: 62
Views: 71701

Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges

I agree this is OP defense, and it need to be not so easy to lay moat. IMO it needs to be run for at least two chunks, babysitting it for 10 tiles each is just too much.. Also, because we need to back and forth to the moat digger, the recipe must be convenient to refill. I found it somewhat not too ...
by waduk
Sat Aug 22, 2015 12:29 am
Forum: Mods
Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
Replies: 62
Views: 71701

Re: [0.12.x] Terraforming - Bridges, Moats & Drawbridges

Ran into a Lua crash once, but forgot to take a screenshot. Can't reproduce the error. Anyway, i love this mod, gonna use moat extensively. However, it's limited to short distance due the item stack size is low, need constant feed due lack of item, We can't fire and forget, due the short work-span, ...
by waduk
Fri Aug 21, 2015 11:16 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209677

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Thanks for the guidance, it works wonderfully.
http://i.imgur.com/zJW24nX.gifv
But as precaution, i will always save before i use this unintended usage :)
by waduk
Fri Aug 21, 2015 12:49 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209677

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Is it possible to add feature to replace building of different types, as long as their size is the same? I use basic Assembling Machine 1 as "placeholder" for 3x3 building (usually beacon), this will mark which area that i can't build when i put new Assembly Machine 2/chemical plant. It wo...
by waduk
Tue Aug 18, 2015 9:42 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209677

Re: [MOD 0.12.1] Upgrade planner - v1.1.4

Didn't work on new game in 0.12.4 :(
The GUI didn't show up at all, only yellow blueprint.
I tested it by using Test Mode, all mod disabled except Upgrade Planner.
by waduk
Mon Aug 17, 2015 10:56 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120382

Re: [0.12.1+] Foreman - Blueprint Manager 0.0.7

This is wonderful, thank you for your time updating this mod. I guess it's official then, this is your mod now. :) Btw, given how much helpful your mod are (especially FARL), you should also gives an optional ad download link, that way me or the others can support you. I know for a fact, i don't min...
by waduk
Sun Aug 16, 2015 10:35 pm
Forum: Mods
Topic: [MOD 0.12.x] Cannon Turret
Replies: 17
Views: 29220

Re: [0.12.X] Cannon Turret

Nice, and i really like the sprite (great work by Yuoki Tani). I'd like the idea of friendly fire, first time i test it, it obliterate the train track. It was awesome ! Then i move the turret encampment further, then this happen. http://i.imgur.com/WFrOZuMh.jpg Can you make it that it won't fire und...
by waduk
Sun Aug 16, 2015 9:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4] Train on vertical track were not perfectly allign
Replies: 1
Views: 3466

[0.12.4] Train on vertical track were not perfectly allign

Yeah this is a really minor .


Image


The yellow box is correct though.
Image
by waduk
Sun Aug 16, 2015 4:17 pm
Forum: Mods
Topic: [MOD 0.12.x] Time Lapse Mod
Replies: 27
Views: 34401

Re: [MOD 0.12.x] Time Lapse Mod

Thanks for the jpg support. :D
Also i implement previous suggestion by creating script-output symlink to my other drive, it's perfect !
Now i 'm not worrying about running low space, ever.
by waduk
Sun Aug 16, 2015 3:06 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120382

Re: [0.12.1+] Foreman - Blueprint Manager 0.0.6

That would be great actually, i also didn't like it comes as free blue print whenever i use them.
by waduk
Sun Aug 16, 2015 8:42 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120382

Re: [0.12.1+] Foreman - Blueprint Manager 0.0.6

Really ? Haha, we have different very play style then.
With the new load from blank , i end up having too many blueprint in my inventory.
Oh yes, that would be lovely, prioritize load from blank, then if none were found, it changes the first one in hotbar.
by waduk
Sat Aug 15, 2015 5:15 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120382

Re: [0.12.1+] Foreman - Blueprint Manager 0.0.6

Btw, why it changes "only load from blank one". Not as convenient as previous version :)
by waduk
Sat Aug 15, 2015 12:23 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120382

Re: [0.12.1+] Foreman - Blueprint Manager 0.0.6

Thanks for the update. Kinda worry you didn't continue support this mod :(
Edit :
Also, a bug report.
The blueprint never remember the smart inserter logistic network setting. Also happen in previous Foreman version.
by waduk
Sat Aug 15, 2015 3:02 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120382

Re: [0.12.1] Foreman - Blueprint Manager

Urbs wrote:I need some help.

I do a mass export from a .12 save.

I started a new map and when i go to hit mass import, it grabs nothing.

Am i supposed to do something else?
You need to update/replace the file "defaultBook.lua"inside mod zip from the one you exported in script output directory.
by waduk
Fri Aug 14, 2015 4:23 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209677

Re: [MOD 0.12.1] Upgrade planner - v1.1.4

Selective deconstruction is awesome !
Make it really really convenient to strip down obselete mining outpost
http://i.imgur.com/fCdJpxv.gifv
by waduk
Thu Aug 13, 2015 5:31 am
Forum: Mods
Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Replies: 28
Views: 39777

Re: [MOD 0.12.1] Displaying range of turrets [v1.1.0]

So glad you update this, saw you update one of your mod in reddit post.
by waduk
Wed Aug 12, 2015 5:34 am
Forum: Mods
Topic: [MOD 0.12.x] Time Lapse Mod
Replies: 27
Views: 34401

Re: [MOD 0.12.x] Time Lapse Mod

I have low space on my system drive, but plenty of free space on other drive.
Is it possible instead of PNG, it saves as JPG ?
Or how do we change the default saves location ? Can it be saves outside script-output directory?

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