Search found 31 matches
- Sat Oct 05, 2019 5:48 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1412442
Re: Bugs & FAQ
I can't seem to void sulfuric acid in the clarifier, but I can in the flare stack. But the acid isn't a gas is it?
- Wed Sep 04, 2019 1:44 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 156108
Re: [0.17] Please post bugs and balance issues here.
The error lies with ShinyBobGFX; best to disable that mod or copy what Bob did over to it,
- Sun Sep 01, 2019 5:43 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1412442
Re: Bugs & FAQ
So, temperate regions have puffer nests, but they don't seem to have temperate gardens. I was looking at the repo and I noticed the autoplace order for puffer nests and temperate gardens is the same (za). Does that mean all my puffers nests replaced the temperate gardens on the map?
- Sat Apr 14, 2018 12:06 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
Ah, a bob's mods conflict. I'm playing with vanilla + PyMods(full). No wonder.
- Fri Apr 13, 2018 1:10 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
Modified files for pyhightech_1.0.4 that set the initial circuit board to be handcraft only, craft time of 0.5 seconds per circuit. Automation requires the proper pyhightech chain for gen1 circuits. Changes are: data.lua - Added to end of file table.insert(data.raw.player.player.crafting_categories,...
- Thu Apr 12, 2018 11:43 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
Worked...thank you! Great! :D Does it means that we can wait some changes at the "printed board subtract 1"? I'm asking it, because when I started I new base, I found my self "alt-tab" from the game just to wait the board to finish, this totally kill the fun. Yeah, make the chan...
- Thu Apr 12, 2018 10:42 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
Thank Trainwreck of Sea Block. I *ahem* "borrowed" the idea from him.pyanodon wrote:Worked...thank you!
- Thu Apr 12, 2018 10:36 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
Apologies, I forgot to list the change to data.lua:
At the end add
data.lua
That will give the player's crafting menu the category.
At the end add
data.lua
Code: Select all
table.insert(data.raw.player.player.crafting_categories, "handcraft")
- Thu Apr 12, 2018 7:13 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
You can create your own handcraft category. I tried it just now for PyHighTech, it works. It disappeared from the assemblers and was only in my hand crafting menu. recipe-categories.lua { type = "recipe-category", name = "handcraft" } recipes.lua RECIPE { type = 'recipe', name = ...
- Thu Apr 12, 2018 4:46 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
Make a recipe category called "handcraft", add the recipe to that category. So long as the recipe's category isn't available to any buildings you have now have a hand-craft only recipe.
- Thu Apr 12, 2018 4:34 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
Or make the starter circuit recipe handcraft only and remove the 25 second limit. That way, if you want to automate circuits you HAVE to use the proper chain.
- Tue Apr 10, 2018 6:21 pm
- Forum: PyMods
- Topic: Show Me Your...
- Replies: 173
- Views: 57026
Re: Show Me Your...
That is a lot of resources, buildings, and space for less than 1 circuit per second. I'm guessing it is a lot cheaper to just make 25 assemblers?
- Sun Apr 08, 2018 11:48 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 666552
Re: pY Coal Processing - Discussion
Hmm are you sure it is not in the list? Because i have it with the updated version. I play without bob. For me it is under coal processing in the line with the recipes for pure sand , mineralized water and sand. Ahhhhhh, I see what happened. I had looked at the ingredient's icon (a crystalline bora...
- Sun Apr 08, 2018 9:22 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 666552
Re: pY Coal Processing - Discussion
Ah, thanks. Might be a bug to look into as even items not craftable by hand normally appear in the crafting menu as they serve to tell the player what to use to make an item. Without your assistance or another mod I've have to plop down each building (which I did) to figure out what to use to make a...
- Sun Apr 08, 2018 8:08 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 666552
Re: pY Coal Processing - Discussion
Was making Borax from the mined Raw Borax removed? I recall seeing it in the crafting menu, but after the update it vanished from there.
- Sun Apr 08, 2018 7:14 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 666552
Re: pY Coal Processing - Discussion
Is it intended that you can smelt 2 Iron Oxide in a regular furnace to get 1 Iron Plate, but in Advanced Foundry (I think that is it) it costs 10 Iron Oxide to also make 1 Iron Plate?
- Sun Apr 08, 2018 1:28 am
- Forum: PyMods
- Topic: Show Me Your...
- Replies: 173
- Views: 57026
Re: Show Me Your...
I will be thrilled when I no longer have to make circuits by hand. You can make the easy recipe from circuit board 1 with assembling machine 2. ... Gaaaaaaaah. I had checked w/ Assembling Machine 1 and didn't see it, but I forgot that it was limited to 2 inputs. *Begins cussing*. Now to just figure...
- Sun Apr 08, 2018 12:25 am
- Forum: PyMods
- Topic: Show Me Your...
- Replies: 173
- Views: 57026
Re: Show Me Your...
It's been slow going, but red science is automated. Now to just figure out green science's production chain so I can finally get ammonia for circuit production. I will be thrilled when I no longer have to make circuits by hand. One of the things making this hard is trying to recognize the icons. One...
- Sat Apr 07, 2018 1:48 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273662
Re: pY HighTech Discussion
Just FYI, but the mod portal, the mod description in-game, and your announcement thread viewtopic.php?f=219&t=58868 do not list PyFE as a dependency. Only the beginning of this thread does.
- Fri Apr 06, 2018 6:52 am
- Forum: PyMods
- Topic: Pymods compatibility Mod
- Replies: 81
- Views: 55728
Re: pycoal/ Angel mods compatibility
Updated my post. It's Bob's Logistics for the first error.