Search found 7 matches

by nngs_geek2
Sat Sep 23, 2023 8:01 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 101302

Advanced Locomotive / Construction Bots

Made it far enough to create Advanced Locomotives, and I can't seem to get the construction bots to construct with material from the train. I have a roboport in the engine, with generators and fuel loaded (electricity is 100%), I stick construction bots in the 1st car of the train (using the Advance...
by nngs_geek2
Fri Jul 28, 2023 1:53 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 178
Views: 81935

Uranium-238?

I'm moving towards the Chemical Science Pack, and was making the Plutonium, and noticed a huge amount of U-238 building up. So, I looked into Koravex, and it appears disabled with the full suite of Py mods. What does one do with all this extra U-238? The MOX fuel cell doesn't seem to consume all of ...
by nngs_geek2
Fri May 26, 2023 6:33 pm
Forum: Releases
Topic: Version 1.1.82
Replies: 8
Views: 10092

Re: Version 1.1.82

I noticed that after this update, when new research is completed, when I look at my inventory, there is no indicator of a newly researched item. If it is relevant, I am currently doing a full-mod Py game, but I assume the code is the same no matter if mods are used or not. Have you changed the &quo...
by nngs_geek2
Fri May 26, 2023 1:06 am
Forum: Releases
Topic: Version 1.1.82
Replies: 8
Views: 10092

Re: Version 1.1.82

I noticed that after this update, when new research is completed, when I look at my inventory, there is no indicator of a newly researched item. If it is relevant, I am currently doing a full-mod Py game, but I assume the code is the same no matter if mods are used or not. Have you changed the &quo...
by nngs_geek2
Fri May 26, 2023 12:20 am
Forum: Releases
Topic: Version 1.1.82
Replies: 8
Views: 10092

Re: Version 1.1.82

I noticed that after this update, when new research is completed, when I look at my inventory, there is no indicator of a newly researched item. If it is relevant, I am currently doing a full-mod Py game, but I assume the code is the same no matter if mods are used or not.
by nngs_geek2
Wed Apr 19, 2023 3:47 pm
Forum: PyMods
Topic: Question about T.U.R.D.
Replies: 2
Views: 1305

Re: Question about T.U.R.D.

Ah, OK. There isn't an indication on the building that it is T.U.R.D., which is why I asked - unless I missed something.

Thank you!
by nngs_geek2
Mon Apr 17, 2023 4:15 pm
Forum: PyMods
Topic: Question about T.U.R.D.
Replies: 2
Views: 1305

Question about T.U.R.D.

I'm at the point of being able to select different TURD options - for ones that change the composition of the buildings (materials that make them) - are current buildings that are placed automatically upgrade, or do those have to be replaced with newly built buildings?

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