Search found 41 matches

by cellular
Sun Oct 27, 2024 12:07 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.11] Ambient sound "resets" on entering or leaving map
Replies: 1
Views: 352

[Donion] [2.0.11] Ambient sound "resets" on entering or leaving map

Steps to reproduce: 1. Start a new Space Age game with default settings. 2. Optionally, move away from the burning ship to make the issue easier to detect. 3. Enter map view (with either the 'M' key or the mouse). 4. Leave map view (with either the 'M' key or the mouse). Observed behaviour: The ambi...
by cellular
Sun Oct 27, 2024 11:54 am
Forum: Not a bug
Topic: [2.0.11] Display panel sign renders in front of engineer (over/top/cover/covers/drawn/icon)
Replies: 1
Views: 144

[2.0.11] Display panel sign renders in front of engineer (over/top/cover/covers/drawn/icon)

Steps to reproduce: 1. Place a new display panel. 2. Set an icon on the display panel - any icon seems to work, verified with fish. 3. Stand in front of the display panel. Observed behaviour: The engineer is rendered behind the icon, as shown in the attached image. (No other graphical glitches or is...
by cellular
Sat Dec 21, 2019 12:31 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 336431

Re: pY Alien Life - Discussion

A "very alpha" version is out, playable only up to red science. Just to manage expectations a bit! (Also I don't know if it's out to non-Patreon backers...)
by cellular
Sat Dec 14, 2019 5:58 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 336431

Re: pY Alien Life - Discussion

That Patreon update that just went up... :shock: I'm really looking forward to this now.
by cellular
Thu Oct 10, 2019 11:03 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 336431

Re: pY Alien Life - Discussion

1. Steroids?
2. Enhanced bone growth?
3. Pacemakers?
4. Antibiotics?
5. Greenhouses?
6. Domestication?
7. Increased health?
by cellular
Mon Sep 30, 2019 7:26 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 336431

Re: pY Alien Life - Discussion

onk140 wrote: ↑Sun Sep 29, 2019 9:11 am for ordinary people there will be news? :roll:
Plenty of ordinary people are getting news! We're just ordinary people who are paying $3 per month to support development. ;)
by cellular
Thu Apr 18, 2019 5:22 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

pyanodon wrote: ↑Thu Apr 18, 2019 5:00 pm drill heads
Thanks!
by cellular
Thu Apr 18, 2019 4:59 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

What sort of fuel do I need for a phosphate mine? I've tried wood and coke, but I get an error of "the phosphate mine can't use chemical fuel". What other sort of fuel is there? (I'm already supplying syngas.)
by cellular
Tue Apr 16, 2019 4:42 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1787
Views: 664707

Re: pY Coal Processing - Discussion

Yeah, I don't have that problem. Have you tried updating everything to the latest version? Have you tried disabling all mods except Pymods? And are you using all of Pymods, or just a few?
by cellular
Sat Apr 13, 2019 5:36 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

Is it safe to update Factorio past 17.24 yet, or does that still cause issues with recipes that have multiple copies of the same output?
by cellular
Mon Apr 08, 2019 11:46 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

Just wanted to say I really like the rebalancing you've been doing recently - thanks!
by cellular
Sat Apr 06, 2019 6:01 pm
Forum: Not a bug
Topic: [0.17.16] Wrong "can't mix fluids" message when changing recipe
Replies: 10
Views: 16483

Re: [0.17.16] Wrong "can't mix fluids" message when changing recipe

Yeah, this is incredibly annoying and stupid, and has bitten me repeatedly when trying to fill in ghosted buildings in PyMods (since the buildings in that mod are expensive relative to pipes). The easiest "correct" behaviour would be to check on recipe selection whether there's any valid r...
by cellular
Sat Jan 19, 2019 10:12 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 74154

Re: Friday Facts #278 - The new quickbar

The new quickbar looks great! There's one quality-of-life feature that could make it even better, though: the ability to set a slot to map to the last hand-crafted item that's not currently on your quickbar. For example, let's say you're setting up your first oil outpost. You handcraft a couple of p...
by cellular
Fri Nov 23, 2018 8:03 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

pyanodon wrote: ↑Thu Nov 22, 2018 9:01 pm
aklesey1 wrote: ↑Thu Nov 22, 2018 8:52 pm Just looked at on GitHub page for PYRO - we need to wait for zinc chain and for balance adapting for another py mods right?
Dont forget the uranium! Where im working on now. ;)
Ooh, that means there's just that and zinc left to do, right?
by cellular
Mon Nov 19, 2018 2:56 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

If you wanted to do something major, maybe you could require highly radioactive materials to be transported in lead containers acting like barrels?
by cellular
Sun Nov 18, 2018 2:31 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

Eh, I'm sure pyanodon's got some good stuff in the pipeline. I'd be more interested in seeing PyRO finished and then seeing what they can come up with for alien life, or alternative energy, or petroleum handling, than in seeing them recreate every single material used in Bob's. :) thats interesting...
by cellular
Sat Nov 17, 2018 6:17 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

Eh, I'm sure pyanodon's got some good stuff in the pipeline. I'd be more interested in seeing PyRO finished and then seeing what they can come up with for alien life, or alternative energy, or petroleum handling, than in seeing them recreate every single material used in Bob's. :)
by cellular
Sat Oct 20, 2018 12:22 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

pyanodon wrote: ↑Fri Oct 19, 2018 7:35 pm Limited. Mines arent forever. :)
Wait, then what's the advantage over a standard ore patch again? (Or is the idea to phase out ore patches in favour of mines?)
by cellular
Fri Oct 19, 2018 7:27 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

Given that mines produce unlimited ore at constant throughput but are very rare (IIRC), there's also another reason to go as far down the chain as possible - it means needing to find fewer mines to fuel a base.
by cellular
Sun Oct 14, 2018 3:17 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 498137

Re: pY Raw Ores Discussion

Voting REE purely out of disagreement with "make nichrome great again". ;)

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