Search found 62 matches

by Cardoyle
Sun Jun 16, 2019 9:21 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 349
Views: 119205

Re: [0.17+] Space Exploration WIP

I am pretty sure someone posted a positive feed back loop for Bio-Sludge on their Discord page, look under space ex FAQ. I havn't read it as didnt want to spoil it, but there is a way.
by Cardoyle
Wed May 15, 2019 8:41 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 349
Views: 119205

Re: [0.17+] Space Exploration WIP

doktorstick wrote:
Wed May 15, 2019 3:40 pm
Suggestion: If a meteor damages a player-faction entity, mark the meteor for destruction so bots can dispose of it.
Or maybe you could build something which scans (within a certain area) for meteors which are not shot down
by Cardoyle
Tue May 14, 2019 5:55 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 349
Views: 119205

Re: [0.17+] Space Exploration WIP

Hi, i have a come across a minor inconvience(not game breaking at all) using only space exploration mods. It has to do with when trains are on a vertical track, i find it very hard to select them as when you move the cursor over the train it targets the track underneath instead. There is about 1mm e...
by Cardoyle
Sat Mar 23, 2019 9:21 pm
Forum: Mods
Topic: [MOD 0.17.x]Helmod: Assistant to plan its base.
Replies: 257
Views: 58298

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Hi thanks for update, i get an error tho in game. The pin function does not work and when i try to close it(It was on screen before update) i get

__helmod__/dialog/PinPanel.lua43: attempts to index field 'parent' (a nil value)

Thanks
by Cardoyle
Sat Mar 23, 2019 11:01 am
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 223
Views: 34905

Re: pY Industry - Discussion

Yeah, with all 5 mods installed you can make your bots fine, the problem is you need blue science to unlock any chests. Storage chest and passive providers are unlocked via tech "Construction Robotics" or " Logistic Robotics" both of which Require "Fuel Production" and " Advanced Electronics", which...
by Cardoyle
Mon Mar 18, 2019 7:34 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 223
Views: 34905

Re: pY Industry - Discussion

The logistic/logistic bot research is red & green, but it needs Fuel Production and Advanced electronics, both of which require blue science (PyIndustry 1.1.0) Don't worry, its not my first time skunking blue science in these modpacks :mrgreen: Ah damm:( Something must have changed as i am using al...
by Cardoyle
Mon Mar 18, 2019 5:35 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 223
Views: 34905

Re: pY Industry - Discussion

AcolyteOfRocket wrote:
Mon Mar 18, 2019 3:45 pm
Ok then I guess I'm building manually until I skunk some blue science.

Cheers.
You dont need blue science.If your only using PyIndustry, Vanilla storage and Passive providers are only locked behind Red/Green.
by Cardoyle
Thu Mar 14, 2019 6:02 pm
Forum: PyMods
Topic: UPS Death
Replies: 14
Views: 1912

Re: UPS Death

eformo wrote:
Thu Mar 14, 2019 5:12 pm
Waiting patiently - and playing B+A to keep me busy for the time being. :)
Ah is a shame you cant play it still, even with the optimisations 0.17 brought :( It even allowed me to play in High Res
by Cardoyle
Wed Mar 13, 2019 1:18 pm
Forum: PyMods
Topic: [FIXED] Problem with your mods
Replies: 2
Views: 302

Re: Problem with your mods

Have you tried just as a test turning the graphics quality down to normal just to see if that helps any
by Cardoyle
Tue Mar 12, 2019 10:53 am
Forum: PyMods
Topic: bug and suggestions
Replies: 25
Views: 1227

Re: bug and suggestions

Tonight I updated all the pymods to the new versions (coal to 1.0.18, fusion to 1.1.7, hightech to 1.0.18, industry to 1.1.1, ores to 1.1.16), and got a crash to desktop when trying to load a map from the previous pymods versions. I checked the mods list in-game and saw that there was a dependency ...
by Cardoyle
Mon Mar 11, 2019 6:54 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 538
Views: 80261

Re: pY Fusion Energy - Discussion

Hi just a quick question who have dabbled in the diamonds, I am just about to start and unsure what to to with the diamond rejects. - Feed them back into the system via -> Pure Kim grade 2-> Grade 3 Kim Or - Convert them into Processed Rejects to be made into Diamonds Just wondered what you guys did...
by Cardoyle
Mon Mar 11, 2019 11:02 am
Forum: PyMods
Topic: bug and suggestions
Replies: 25
Views: 1227

Re: bug and suggestions

Your circuits also have a different Icon to mine(Some Mod?), could this be effecting the results?
by Cardoyle
Sun Mar 10, 2019 1:04 pm
Forum: PyMods
Topic: Newbie in need
Replies: 23
Views: 2838

Re: Newbie in need

I know this is supposed to be a hard mod, and after pouring hundreds of hours in Bobs/Angles I appreciate it. I just want to make sure I'm not missing something and doing things super complicated for no reason. Sounds as tho you are doing everything correct. You will find that a lot of your builds ...
by Cardoyle
Sat Mar 09, 2019 8:55 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1751
Views: 267045

Re: pY Coal Processing - Discussion

Am i right in thinking that fuel for boilers to get steam power are all twice as good now as they removed the 50% efficency from boilers?
by Cardoyle
Fri Mar 08, 2019 7:56 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1751
Views: 267045

Re: pY Coal Processing - Discussion

No more wood boards??
by Cardoyle
Thu Mar 07, 2019 5:30 pm
Forum: PyMods
Topic: Py and 0.17
Replies: 30
Views: 2841

Re: Py and 0.17

A few people have said that using bobs and angels with Py makes it a bit easier as it gives you more ways to get items. I personally am running the full Py suite on its own and find it a lot more complex than than a "Seablock" run i did which is my only experience with Bob/Angles.
by Cardoyle
Wed Mar 06, 2019 11:12 am
Forum: PyMods
Topic: Random Raw Materials on tooltip tech tree(FIXED)
Replies: 3
Views: 302

Re: Random Raw Materials on tooltip tech tree

Been searching over the internet for a solution only thing that came near was this post here

viewtopic.php?t=64412

It mentions something about "allow_decomposition = false", but i have no clue about coding so basically i am probably typing a load of poop
by Cardoyle
Tue Mar 05, 2019 9:45 pm
Forum: PyMods
Topic: Random Raw Materials on tooltip tech tree(FIXED)
Replies: 3
Views: 302

Re: Random Raw Materials on tooltip tech tree

Hmm it is strange on a new game it is fine and even the crafting menu they show correct...
by Cardoyle
Tue Mar 05, 2019 9:08 pm
Forum: PyMods
Topic: Random Raw Materials on tooltip tech tree(FIXED)
Replies: 3
Views: 302

Random Raw Materials on tooltip tech tree(FIXED)

Hi Hopefully someone can help me out with this little problem. I have updated to 0.17 and it plays real good. I can now even play with high res GFX turned on and it looks amazing. I do have one problem, when i hover over the effects when the tech tree is open the game seems to hang(sometimes crashes...
by Cardoyle
Mon Mar 04, 2019 4:30 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1440
Views: 144662

Re: pY Raw Ores Discussion

liwers wrote:
Mon Mar 04, 2019 4:06 pm

blue - resign pack (It is real that most of the new Pyanodonian give up when they meet with this pack)

Hahaha made me laugh :) Thanks :lol:

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