Search found 206 matches

by Zanthra
Tue Jun 29, 2021 4:30 am
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 2951

Re: low quality graphics ..

Mipmaps are supported on lots of stuff, including Animation which you just linked. But mipmaps are a memory-for-speed trade. They consume *more* memory, not less. mipmap_count Type: uint8 Default: 0 Only loaded if this is an icon (has flag "group=icon" or "group=gui"). I think t...
by Zanthra
Fri Jun 25, 2021 2:52 am
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Re: Victory!

You get the victory screen after you finish researching a tech that requires white science.
by Zanthra
Sat Jun 12, 2021 9:45 am
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 2951

Re: low quality graphics ..

I found that I could get the best performance with small texture atlas sizes and VRAM usage set to all. This causes Factorio to build many small texture atlases, and loads them all into the graphics driver's memory. The graphics driver is then responsible for moving them between VRAM and System Ram ...
by Zanthra
Sun May 23, 2021 7:26 pm
Forum: Gameplay Help
Topic: Merging 1 into n belts?
Replies: 7
Views: 1169

Re: Merging 1 into n belts?

JackGruff wrote:
Sun May 23, 2021 11:39 am
Well, using priority splitters to make sure there's free space seems to be working great. You want to put them in before every merge.

Capture.PNG
Try this with the right two belts of the copper ore fully compressed and the left two empty.
by Zanthra
Sat May 22, 2021 9:31 pm
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Re: Victory!

crazy work!! i never thought its possible without LTN trains, but u proved me wrong. can we have more screenshots? Link to photo Album with a bunch of screenshots: https://1drv.ms/u/s!AoILQjreP68U9zeqkTWO4o3FVsAP?e=L1dbOS If you want to look at the save for some reason, it's in the folder too: http...
by Zanthra
Sat May 22, 2021 7:44 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 821
Views: 124257

Re: pY Alien Life - Discussion

bug report: when i remove fastwood forestry, a hidden beacon remains on the ground and i cant destroy it with right click or alt+d. It blocks my building replacement even with shift held down. I have run into the same issue with Auog Paddocks. Has anyone come across any workarounds? User /editor an...
by Zanthra
Fri May 21, 2021 9:28 pm
Forum: Gameplay Help
Topic: [Solved] Are those preferred among equally named stations, which have a higher train limit set?
Replies: 2
Views: 414

Re: Are those preferred among equally named stations, which have a higher train limit set?

Trains limit only affects which stations are valid destinations. It the station has train slots available it will be treated normally, if it does not have slots available trains will not path to it similar to how they will not path to a disabled station. Trains make all other pathfinding choices nor...
by Zanthra
Thu May 20, 2021 10:55 am
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Re: Victory!

3) I mentioned Bio Batteries, and they were a thorn in my side. These things are used like crazy, especially when upgrading my robots. They go into the circuits as both circuit board substrates and as the fault current inductor, then into the robots as superconductors for the superconducting servom...
by Zanthra
Thu May 20, 2021 10:49 am
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Re: Victory!

yes i agree prices for utility and space science are insane atm , well the other packs make 6 per craft while these 2 only make 3 also HCl appears to be needed way to much , mostly for lithium compounds and boron also i explored the chemistry behind the lime NaOH loop and IRL it should give us HCl ...
by Zanthra
Thu May 20, 2021 9:45 am
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Re: Victory!

I don't really know what was going on on the lower side of the Uranium chain. I was using only 1kL tanks, and had deleted some liquid during some restructuring, so certainly it's possible I didn't have the right balance and that now that it is balanced it will remain that way, but I thought that a ...
by Zanthra
Thu May 20, 2021 6:48 am
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Re: Victory!

4) Higher grade uranium processing was not quite as straightforward as I was expecting it to be. The recipies make a neat cycle, but the reality ingame means that there is some minor loss likely due to numeric inaccuracies. I ended up tying pairs of liquids together. I sinkhole a little of of U43 i...
by Zanthra
Tue May 18, 2021 7:27 pm
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Re: Victory!

Nice write up and nice job. The mod is crazy big isn't it? It looks like you didn't bother with trains. That's even crazier. :D In this mod, Train techs feel like they arrive far later than in vanilla. I mean, it's "just" Automation and Logistic science means something completely differen...
by Zanthra
Mon May 17, 2021 4:09 pm
Forum: Gameplay Help
Topic: Merging 1 into n belts?
Replies: 7
Views: 1169

Re: Merging 1 into n belts?

Lane balance the belt coming in, then use a splitter tree to produce at least N belts from your new input, and send each one to each of the belts you want to merge into. Use a splitter to merge each new belt into the corresponding old belt, and prioritize the old belt as input over the new input.
by Zanthra
Mon May 17, 2021 3:40 pm
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Re: Victory!

So many thanks to you and everyone who put in countless hours to make this mod what it is! Every single resource, or creature, and final product felt pretty unique and different. It keeps things interesting all the way to the end.
by Zanthra
Sun May 16, 2021 11:20 am
Forum: Gameplay Help
Topic: Trainlimitation for stations - Priorities
Replies: 2
Views: 383

Re: Trainlimitation for stations - Priorities

I can say with confidence that case 1 will always go to the closest station (in terms of path distance counting the pathfinding penalties). Case 2, I don’t know, and could only speculate, but trains limit only has an affect on what stations are valid destinations, the trains limit and in particular ...
by Zanthra
Sun May 16, 2021 10:19 am
Forum: PyMods
Topic: A couple of bugs/issues
Replies: 3
Views: 387

Re: A couple of bugs/issues

Steams of different temperatures are still considered the same fluid, so the base game fluid mixing prevention won't stop them from mxing, and the base game liquid temperature system will cause their temperatures to average when they combine. Be cautious with them, and keep tanks or buffers of steam...
by Zanthra
Sun May 16, 2021 9:31 am
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 1721

Victory!

So this was pretty crazy. Starting sometime in early 2020 I started my Py Alien Life playthrough, after some stop and go of playing, I got really into it late last year. While I had a blocking issue when the T.U.R.D. killed the speed on many of my plant farms, I returned with abandon. Finally puttin...
by Zanthra
Sat May 15, 2021 10:20 am
Forum: PyMods
Topic: Is Tholins 2 and Tholins 3 meant to be Utility Science?
Replies: 4
Views: 370

Re: Is Tholins 2 and Tholins 3 meant to be Utility Science?

That's fine. I would not have thought much of it if it didn't have the strange pseudo tech progression with the latter two levels adding Py science and production science, but not really progression because the latter 3 are all utility science, and the Chemical -> Utility jump from Tholins 1 to Thol...
by Zanthra
Fri May 14, 2021 3:15 pm
Forum: Gameplay Help
Topic: Help with my train problem!
Replies: 3
Views: 346

Re: Help with my train problem!

Top and mid lane westbound rail signal where your character starts is allowing the train forward to the next signal without it having to reserve it’s exit. Should be a chain signal anyways as it is just before a significant branching decision, and you want it to be able to repath as close to the bra...
by Zanthra
Fri May 14, 2021 3:07 pm
Forum: PyMods
Topic: Is Tholins 2 and Tholins 3 meant to be Utility Science?
Replies: 4
Views: 370

Re: Is Tholins 2 and Tholins 3 meant to be Utility Science?

What do you mean by the rest of the gameplay meant to go with it is unfinished? I am aware of how they worked before you had to send them to space, just power for chemicals, (and the space launch requirement I think is a really cool solution!), but is there meant to be more to it than even that?

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