Search found 7 matches
- Sat Sep 23, 2023 8:01 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 118890
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 ...
- Fri Jul 28, 2023 1:53 pm
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 181
- Views: 100656
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 ...
What does one do with all this extra U-238? The MOX fuel cell doesn't seem to consume all ...
- Fri May 26, 2023 6:33 pm
- Forum: Releases
- Topic: Version 1.1.82
- Replies: 8
- Views: 12637
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 ...
- Fri May 26, 2023 1:06 am
- Forum: Releases
- Topic: Version 1.1.82
- Replies: 8
- Views: 12637
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 ...
- Fri May 26, 2023 12:20 am
- Forum: Releases
- Topic: Version 1.1.82
- Replies: 8
- Views: 12637
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.
- Wed Apr 19, 2023 3:47 pm
- Forum: PyMods
- Topic: Question about T.U.R.D.
- Replies: 2
- Views: 1786
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!
Thank you!
- Mon Apr 17, 2023 4:15 pm
- Forum: PyMods
- Topic: Question about T.U.R.D.
- Replies: 2
- Views: 1786
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?