Search found 1426 matches
- Sat Jun 25, 2022 6:17 am
- Forum: PyMods
- Topic: Starting ores
- Replies: 6
- Views: 233
Re: Starting ores
Beta testing soon. Proper mod portal release will be a few months
- Sat Jun 25, 2022 12:01 am
- Forum: PyMods
- Topic: Starting ores
- Replies: 6
- Views: 233
Re: Starting ores
Hey, I just decided to give this a go, but i have a question: Is it possible to ensure that at least quartz is located in the start area? (I'm playing with RSO based on a newbie setup guide i found here in the forum). If I'm not mistaken, then to start it i need iron, copper and coal (which are in ...
- Thu Jun 02, 2022 3:17 am
- Forum: PyMods
- Topic: My Deathworld Marathon Factory
- Replies: 15
- Views: 1142
Re: My Deathworld Marathon Factory
Thats some Nice pasta
- Mon May 09, 2022 1:22 am
- Forum: PyMods
- Topic: I finished Py full suite including alien life
- Replies: 6
- Views: 637
Re: I finished Py full suite including alien life
possibly. we are inching ever close to moving into the pyae beta and then releaseScottS9999 wrote: βSun May 08, 2022 12:57 pm
Are you guys planning to release anything in the next couple weeks that would make me regret starting another run?![]()
- Sun May 08, 2022 12:19 pm
- Forum: PyMods
- Topic: I finished Py full suite including alien life
- Replies: 6
- Views: 637
Re: I finished Py full suite including alien life
And not a single pic of the base. for shame
- Fri Mar 11, 2022 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Toggle to have burner delete burnt result
- Replies: 0
- Views: 168
Toggle to have burner delete burnt result
I'd like an option to be able to have specific burner entities destroy any burnt results of fuel items. Optional bool toggle that any burnt item results are ignored/destroyed by the entity. Specific use case is burner inserters. If you give them an burnt inventory of size 0 they stop working. If you...
- Wed Mar 09, 2022 8:53 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1777
- Views: 402592
Re: pY Coal Processing - Discussion
To confirm - the use of efficiency modules in miners to reduce the consumption of drill heads and biosamples is considered a feature or a bug ? (Or an "unfortunate feature" ?) (Helmod got an update yesterday fixing some bugs and adding some new QoL, very appreciated for a complex modpack ...
- Fri Feb 25, 2022 1:17 pm
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 116
- Views: 34079
Re: pY Alternative Energy - Discussion
So.... should I hold off starting a new game now and wait? Can anyone advise? There's a big ass update coming real soon like a few odd weeks. Would be best to wait till the updates are out Does the update apply to all aspects of your mod or will it again be 90% alien life and 10% of the rest? :) Ev...
- Fri Feb 25, 2022 12:29 pm
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 116
- Views: 34079
Re: Caravans
Some ideas for improving them: * Remove the flip-flop behavior from the code so they don't take/put items from both start/end stations. Make them uni-directional so that they only take from the start station and put into the end station. This makes the stations more usable as warehouses and balance...
- Tue Feb 15, 2022 10:46 am
- Forum: PyMods
- Topic: When to start the next playthrough?
- Replies: 3
- Views: 865
Re: When to start the next playthrough?
Hey! I have played the full py Suite 2-3 years ago already and it took around 3 months to finish it. Obviously it's one of the best and biggest mods out there and I am thinking about going once more for the full experience. Since I am expecting it to take another 3 months, I don't want to run into ...
- Sun Feb 06, 2022 5:36 am
- Forum: PyMods
- Topic: So what comes 1st?
- Replies: 3
- Views: 947
Re: So what comes 1st?
Well we have a name. All the details and getting all finalized and they're still deciding what all is in it. Unless they pull a hell of a lot of overtime I think we will win.
- Fri Feb 04, 2022 9:12 am
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 116
- Views: 34079
Re: pY Alternative Energy - Discussion
I guess you make a lot of people very happy with this post - however I am a bit in fear of your definition of "soon" which has proven to be very stretchable ;) As always: Keep up the good work. I will check out the discord 8-) The big work is done. Py is more or less just waiting on me an...
- Sat Jan 29, 2022 8:08 am
- Forum: Resolved Problems and Bugs
- Topic: using cheat command softlocks the game
- Replies: 6
- Views: 854
Re: using cheat command softlocks the game
here ive assembled a small test mod to show what i mean. attached here and added to the first message. simply start a new game and then open the crafting menu. after that type /cheat all into the console and it should then unlock all techs and lockup the game as not even escape or enter key will do ...
- Thu Jan 27, 2022 1:20 am
- Forum: Resolved Problems and Bugs
- Topic: using cheat command softlocks the game
- Replies: 6
- Views: 854
Re: using cheat command softlocks the game
Open the crafting menu. While it's open open the console and use the /cheat all command.
In this case where I locked the game it will trigger the victory screen as in pymods its triggered by completing research on a space tech.
In this case where I locked the game it will trigger the victory screen as in pymods its triggered by completing research on a space tech.
- Mon Jan 24, 2022 8:50 am
- Forum: Angels Mods
- Topic: [omni + angel + bob] missing bronze
- Replies: 10
- Views: 642
Re: [omni + angel + bob] missing bronze
Ya something seems to have broken your tech tree. Please post a save so it can be looked into.
- Sun Jan 23, 2022 6:21 am
- Forum: Resolved Problems and Bugs
- Topic: using cheat command softlocks the game
- Replies: 6
- Views: 854
using cheat command softlocks the game
if i input the cheat all command while the crafting menu is open the game will lock up and not respond to any controls ingame. i believe it is due to the crafting menu covering up the victory screen which locks out interaction with the crafting screen but leaves the victory screen uninterruptible as...
- Sat Dec 18, 2021 11:08 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 836
- Views: 166887
- Sun Dec 05, 2021 9:09 am
- Forum: PyMods
- Topic: finally finished
- Replies: 7
- Views: 1990
Re: finally finished
How in the hell? thats ridiculously fast for pyal.
- Mon Nov 29, 2021 4:57 am
- Forum: PyMods
- Topic: Full modpack completed after 754 hours
- Replies: 11
- Views: 2373
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...