Search found 1409 matches

by kingarthur
Sat Dec 18, 2021 11:08 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 832
Views: 143885

Re: pY Alien Life - Discussion

asfoitio wrote: ↑
Sat Dec 18, 2021 8:20 am
I have some questions. Do moss-mk03 and moss-mk04 have no recipe?
currently yes
by kingarthur
Sun Dec 05, 2021 9:09 am
Forum: PyMods
Topic: finally finished
Replies: 7
Views: 1177

Re: finally finished

AndrewSkier wrote: ↑
Fri Dec 03, 2021 10:43 pm
Took "only" 280 hours
How in the hell? thats ridiculously fast for pyal.
by kingarthur
Mon Nov 29, 2021 4:57 am
Forum: PyMods
Topic: Full modpack completed after 754 hours
Replies: 11
Views: 1426

Re: Full modpack completed after 754 hours

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...
by kingarthur
Sat Nov 20, 2021 2:14 am
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 624
Views: 93624

Re: Coke oven gas not being accepted for warm bricks

bowenbigcountry1 wrote: ↑
Sat Nov 20, 2021 1:51 am
The Regen heat exchanger is not taking my coke gas. Says it's 250.
If you haven't already try flushing the pipe and/or replacing the building. Its glitch sometimes but once it's going it should be ok.
by kingarthur
Fri Oct 22, 2021 7:52 am
Forum: Modding interface requests
Topic: Request: module_specification.allowed_module_categories
Replies: 10
Views: 1322

Re: Request: module_specification.allowed_module_categories

+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...
by kingarthur
Mon Oct 18, 2021 11:56 pm
Forum: PyMods
Topic: Full modpack completed after 754 hours
Replies: 11
Views: 1426

Re: Full modpack completed after 754 hours

nice. good job
by kingarthur
Thu Oct 07, 2021 8:58 pm
Forum: PyMods
Topic: Space Science
Replies: 1
Views: 317

Re: Space Science

With the full set yes.
by kingarthur
Fri Sep 24, 2021 1:04 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 832
Views: 143885

Re: pY Alien Life - Discussion

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...
by kingarthur
Sun Sep 19, 2021 11:27 am
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 624
Views: 93624

Re: pY Petroleum Handling

factoriogame1121 wrote: ↑
Sun Sep 19, 2021 11:20 am
Oh, by the way, I remembered. Is it possible to do something with the two types of acetone? As I understand it, original and your mod. It stands out as a flaw against the background of a well-coordinated mod.
There is no original acetone.
by kingarthur
Sun Aug 22, 2021 11:38 am
Forum: PyMods
Topic: No bitumen seeps spawned - Py and RSO
Replies: 2
Views: 482

Re: No bitumen seeps spawned - Py and RSO

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...
by kingarthur
Tue Aug 17, 2021 10:24 am
Forum: PyMods
Topic: Worker robot speed 3 and 4
Replies: 1
Views: 398

Re: Worker robot speed 3 and 4

Pridesfall wrote: ↑
Mon Aug 16, 2021 8:39 am
It seems like worker robot speed 3 and 4 should require production science instead of utility science since 5 requires both but you unlock production science first.
No idea but already tweaking techs and things like this will get looked at eventually as we get father down the tree.
by kingarthur
Wed Aug 04, 2021 7:49 am
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 97
Views: 20054

Re: pY Alternative Energy - Discussion

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...
by kingarthur
Sun Aug 01, 2021 4:44 am
Forum: PyMods
Topic: Py HighTech: Nitrobenzene
Replies: 12
Views: 1430

Re: Py HighTech: Nitrobenzene

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...
by kingarthur
Sat Jul 24, 2021 9:27 pm
Forum: PyMods
Topic: Late-earlygame coal gasification plant
Replies: 9
Views: 1036

Re: Late-earlygame coal gasification plant

BlueTemplar wrote: ↑
Sat Jul 24, 2021 2:21 pm

Thing is, coal dust is a byproduct of making hot coke oven gas from coal... well until the Heat Exchanger, which seems to obsolete the hot coke oven gas from coal and petrochem, and at which I now have to look too !
It does not. It will extend your existing sources It doesn't create any
by kingarthur
Fri Jul 16, 2021 6:43 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3671
Views: 648489

Re: Bugs & FAQ

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 ...
by kingarthur
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

[Rseding91] Issues with recipes with fluids that have temps not starting sometimes

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...
by kingarthur
Sat Jul 03, 2021 12:33 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3671
Views: 648489

Re: Bugs & FAQ

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...
by kingarthur
Thu Jun 24, 2021 9:24 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3671
Views: 648489

Re: Bugs & FAQ

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 ...
by kingarthur
Sat Jun 19, 2021 1:01 am
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 4148

Re: low quality graphics ..

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 ...
by kingarthur
Fri Jun 18, 2021 2:24 am
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 4148

Re: low quality graphics ..

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...

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