Search found 1409 matches
- Mon Nov 29, 2021 4:57 am
- Forum: PyMods
- Topic: Full modpack completed after 754 hours
- Replies: 11
- Views: 1426
Congrats! I started Py Mod and love how energy, fuel, mining, etc. is handled. Since you've finished it would you say it's possible to complete with biters enabled on the default settings? I have a feeling the evolution factor would become too high before you're able to properly defend. Not looking...
- Fri Oct 22, 2021 7:52 am
- Forum: Modding interface requests
- Topic: Request: module_specification.allowed_module_categories
- Replies: 10
- Views: 1322
+1 (and a bump) Angels mods is having similar issues ( Arch666Angel/mods/#706 ): It has an agricultural module; basically it acts as a productivity module, but specific for agricultural recipes (bio related). It is however unwanted that this module can be inserted into labs and mining drills. For t...
Mukmoux manure- I noticed that there is a lack of better mukmoux manure recipes amongst the more advanced mukmoux research options (iirc mukmoux 2, 3, and 4). Is this 1. intentional, and they will never have additional manure recipes 2. something that will be added with a big future update, 3. or s...
- Sun Aug 22, 2021 11:38 am
- Forum: PyMods
- Topic: No bitumen seeps spawned - Py and RSO
- Replies: 2
- Views: 482
I've recently started a game with the full Py Suite and RSO. I finished off red science and was working on expanding for green when I noticed that there were no bitumen seeps on the map. How critical is crude oil, and is there any alternate way to get through the mod pack? Really hoping to not have...
No idea but already tweaking techs and things like this will get looked at eventually as we get father down the tree.
- Wed Aug 04, 2021 7:49 am
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 97
- Views: 20054
I guess it's just a phrasing thing. Instead of writing "all pY mods" he listed some and left some out? I'd expect all pY mods to always work together it was referring to the required to use mods. just like pyalienlife requires specific mods. it doesnt list pyhightech. that doesnt mean you...
the nitrobenze is related to angels disabling a tech that is needed to unlock the recipe in question. i already know this and its only the begining of the issues trying to ram them together. while i had previously spent time making py compatible with the other mods after pypetroleumhandling and pyra...
- Sat Jul 24, 2021 9:27 pm
- Forum: PyMods
- Topic: Late-earlygame coal gasification plant
- Replies: 9
- Views: 1036
It does not. It will extend your existing sources It doesn't create any
I seem to have come across an error that crashes the game whenever I try to chop down a tree, mine ore, break big rocks, or seeming remove any otherwise naturally generating objects in the game by hand. The mod Angel's Industry - Components Enhancement (1.1.2) caused a non-recoverable error. Error ...
- Sun Jul 04, 2021 3:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Issues with recipes with fluids that have temps not starting sometimes
- Replies: 1
- Views: 800
there has been some scattered issues with recipes that require a specific temp on an input fluid will not accept the fluid into the fluidbox even though the fluid is within temp range and there is no temp mixing or fluid mixing. ive attached a save file with the issue from angels mods as ive been un...
Hello, FNEI (although not an authoritative source of info :D ) says "Something went wrong" at the recipe involving Crystal Catalyst, saphirite chunks and jivolite chunks. Is this normal? Its just a junk recipe that isn't used in that version of mods you have. Likely a recipe for compatibi...
Hi, I can't craft t1 log/build drones. I have recipe in FNEI and consumable but can't craft robot. Using MP extreme mod pack. And i can't craft "Flotation cell 1" because i can't craft "basic circuit board"Awef5L5IYdE.jpg pymods and angels arent compatible and that will need to ...
I had the impression that the whole point is that there *is* only one version? Or are you making a copy for "normal" just to adjust the frames? there is currently only a normal version in the files. the code i was working on makes a copy and adds it as the high res version and then edits ...
Does that imply he's also going to add some kind of mod option to allow user control over how strong frame count is reduced? you mean something like this? plan is that by default itll cut the number in half and if you max it out at 255 itll just cut the animations completely. itll only work on norm...