Search found 56 matches
- Fri Jun 20, 2014 9:44 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 567662
Re: Yuoki Industries 0.2.2
Hi, came across a few minor bugs / missing descriptions. The sand + Water to Stone recipe has no description / name. The Krakon ore following also has no description, and the symbol stating where it is made in is either relating to a not present machinery or also an error. Besides that I must say - ...
- Fri Jun 20, 2014 5:52 pm
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 30991
Re: Friday Facts #39
Pretty, and awesome - pretty awesome.
- Fri Jun 20, 2014 3:52 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131260
Re: [0.10.0] RoadWorks
Pretty cool idea, gonna give it a try.
And for the Pier that Airat mentions. I believe he thinks of something like Landfill, but just that you por tons of concrete into the water to build upon.
Basically like a land extension in a harbour or similar things.
And for the Pier that Airat mentions. I believe he thinks of something like Landfill, but just that you por tons of concrete into the water to build upon.
Basically like a land extension in a harbour or similar things.
- Sun Jun 15, 2014 4:32 pm
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 27731
Re: Friday Facts #38
@ the development team I can not agree with your wording that there is nothing game breaking that needs to be fixed. I have had quite some losses due to the only partially working turrets. That is indeed kind of game breaking, therefore you should release a fix for at least that, and not just next f...
- Sun Jun 15, 2014 10:23 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] oil tanker/tanker
- Replies: 3
- Views: 3893
Re: [REQUEST] oil tanker/tanker
Adding tot he post before mine, try out the liquid station mod. With teh filters that can be set on wagons at teh time it can be done to only transport oil barrels in a wagon. Not really an Oil tanker, but the closest we can get to it. Due to the liquid station mod you will be able to refine at Outp...
- Sun Jun 15, 2014 10:11 am
- Forum: Show your Creations
- Topic: Factory Orchestra
- Replies: 4
- Views: 5136
Re: Factory Orchestra
Pretty cool idea and well executed at that too.
- Fri Jun 13, 2014 4:13 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 567662
Re: Yuoki Industries
I don't think that it will fix it. All mods updated more or less to 0.10.0 - except for DyTech, so I'd rather say that DyTech needs to have a look at the plethora of bug reports. I hope he's busy with the modular version, otherwise it kinda feels like an abandoned project untill a new update comes i...
- Wed Jun 11, 2014 9:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Burner as energy source doesn't work properly
- Replies: 11
- Views: 4042
Re: [0.10.0] Burner as energy source doesn't work properly
The point with the burner inserter is that it only feeds itself if it has something that has a burn value. If it is feeding copper it will not feed itself with a coal inbetween. This behaviour has to be paid attention to as I think it is intended, unless its a bug that is.
- Tue Jun 10, 2014 4:52 pm
- Forum: Mods
- Topic: [Beta] PocketBots. Construction bots for your pocket
- Replies: 5
- Views: 10170
Re: [Alpha WIP] PocketBots. Robots for your pocket
That is a pretty cool idea.
- Mon Jun 09, 2014 4:35 pm
- Forum: Spread the Word
- Topic: Steam
- Replies: 8
- Views: 23967
Re: Steam
Well, it is amongst the game concepts as far as I know, but they have made it clear that they do not want to go onto the greenlit page before they feel that a suitable amount of content is implemented and working as intended.
- Mon Jun 09, 2014 12:31 pm
- Forum: Show your Creations
- Topic: factorio new episode watch now
- Replies: 3
- Views: 4231
Re: factorio new episode watch now
Great that you make LetsPlays, but would it be possible that you make just one topic and update it instead of creating a new topic for each single episode? Just a suggestion, and keep at it, factorio needs the word to be spread.
- Mon Jun 09, 2014 12:30 pm
- Forum: Ideas and Requests For Mods
- Topic: Burner-mod
- Replies: 1
- Views: 2430
Re: Burner-mod
Might want to have a look at the Yukoki Industries Mod. There is a so called "Outpost Mining Drill" which behaves like the coal run mining drill.
Basically you need the furnance character that it accepts at least one item as fuel.
Basically you need the furnance character that it accepts at least one item as fuel.
- Mon Jun 09, 2014 12:26 pm
- Forum: Modding help
- Topic: Modding Research lab speed?
- Replies: 12
- Views: 4661
Re: Modding Research lab speed?
I'd say cloning is a way, yet the less "clean" solution as it adds another item eventually.
The way that has been described above is interesting as you can basically affect everything that has to deal with recipes, even the ones that are done in special labs like DyTech I guess.
The way that has been described above is interesting as you can basically affect everything that has to deal with recipes, even the ones that are done in special labs like DyTech I guess.
- Sun Jun 08, 2014 11:57 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 567662
Re: Yuoki Industries
Hi, just a suggestion / question - is it possible to use the Wagon inventory filter for the Storage bunker B10 and B14 ? I have not looked at the wagon code so far, and doubt that I'd understand it first try, therefore I ask the more experienced coder. ^^
- Sun Jun 08, 2014 10:26 am
- Forum: Show your Creations
- Topic: Science Packs 1 - 3 in a 16x17 Grid
- Replies: 12
- Views: 19809
Re: Science Packs 1 - 3 in a 16x17 Grid
Well, one way to test and compare would be as follows. Create yourself a map (maybe in the ditor) with big resource fields and crates of all the needed stuff. Maybe play a bit to set up a working factory, and eventually build the different designs at the edge of your factory. Switch em on and off vi...
- Sun Jun 08, 2014 9:05 am
- Forum: General discussion
- Topic: Inconsistency in crafting times
- Replies: 1
- Views: 1317
Re: Inconsistency in crafting times
Hi, what you noticed is probably the effect of star and stop of a production. For ease of reference I imagine it like starting and stopping a car or conveyor belt. These starts and stops happen with each unit produced, for one I just say you need to grab stuff for making something (items in your inv...
- Sun Jun 08, 2014 8:59 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373397
Re: [0.10.0] Bob's Ore Mod.
Well, I think you can get quite far, event o laser turrets without any of the advanced metals. This is where strategy comes into play, think wisely how yu invest what you have, and how big you want to build before the biters start poking you. Then, when you are prepared (Poison capsules, maybe a dec...
- Sun Jun 08, 2014 8:49 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330944
Re: [MOD 0.10.0] Treefarm v1.1.2
Ah ok, yeah in my try I first released a couple of Log Bots before I tried to give it Construction bots.
- Sat Jun 07, 2014 9:12 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330944
Re: [MOD 0.10.0] Treefarm v1.1.2
New Versions are always found via the links in the first Post ^^
- Sat Jun 07, 2014 5:59 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330944
Re: [MOD 0.10.0] Treefarm v1.1.2
Is it intended that the Treefarm accepts logistics bots but no construction bots now?