Log and mod-list are below. After some effort to narrow down the scope, including disabling most of my mods, I came up with these steps to reproduce:
Load fresh save with these mods.
Use editor (or otherwise) to place a solar panel ghost.
Copy (or cut) the solar panel ghost.
Following these ...
Search found 246 matches
- Tue Jan 18, 2022 4:18 pm
- Forum: Duplicates
- Topic: [1.1.51] Crash when copying solar panel ghosts with Space Exploration
- Replies: 1
- Views: 1007
- Sun Sep 05, 2021 1:56 pm
- Forum: Logistic Train Network
- Topic: Should LTN use the vanilla train limit?
- Replies: 7
- Views: 3742
Re: Should LTN use the vanilla train limit?
In some sense you still need the LTN train limit to tell the dispatcher how to behave (otherwise the behavior will have "try catch" structure which you would really rather avoid).
But in any case this is only relevant in the scenario of either a timeout or having non-LTN trains with LTN stops in ...
But in any case this is only relevant in the scenario of either a timeout or having non-LTN trains with LTN stops in ...
- Mon Oct 19, 2020 3:03 pm
- Forum: PyMods
- Topic: Can't help but feel I screwed something up...
- Replies: 26
- Views: 10694
Re: Can't help but feel I screwed something up...
There should be a recipe that turns tailings to raw nexelit and tailings dust in an evaporator. If there isn't then something got messed up with your install (which would indeed cause a softlock).
- Sun Aug 23, 2020 4:57 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1188412
Re: [1.0] Sea Block Pack 0.4.10
Coal has leaked its way back into Sea Block after not existing for quite some time. Specifically, you can now burn wood into coal, and can turn that into charcoal and sulfuric waste water, providing an unusually easy source of net-sulfur by Sea Block standards. Is this intended?
- Tue Aug 18, 2020 11:24 pm
- Forum: PyMods
- Topic: [Feedback] Signal Wire (Red/Green) is a dead end recipe. Please consider reverting to vanilla
- Replies: 4
- Views: 2801
Re: [Feedback] Signal Wire (Red/Green) is a dead end recipe. Please consider reverting to vanilla
Regarding the supposed OPness of Wire Shortcuts, it is entirely possible to achieve functionally the same behavior without technically doing that. Simply place a blueprint containing wires and then revive the ghosts. They will revive with the wires and configuration in place. As a result of this ...
- Mon Aug 03, 2020 8:11 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 742212
Re: pY Coal Processing - Discussion
Hi noticed the regenerative heat exchanger has a pollution of 50/m whereas most buildings have 0.06/m. Seems a bit odd for this particular kind of building to pollute a lot while dumping random unburned gas into the atmosphere doesn't. So it might be an oversight.
If py mods generally want to ...
- Thu Jul 30, 2020 5:16 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 372153
Re: pY Alien Life - Discussion
I just installed this mod. Is it normal for it to make Factorio take 30+ minutes to start up?
Try lowering your graphics settings and closing memory-hungry programs until after it has loaded. Full Py especially at high res graphics uses a LOT of memory, and it uses even more during load than it ...
- Thu Jul 30, 2020 3:03 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 742212
Re: pY Coal Processing - Discussion
Any reason why most of the mk2-4 buildings are disabled? I'm asking cause I was messing around and noticed that mk2-4 versions of most of the buildings exist, they're uncraftable.
Do you have examples? There are some that this is normal (because they only got their variations fleshed out in PyAL ...
- Wed Jul 29, 2020 2:10 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 372153
Re: pY Alien Life - Discussion
I'm taking an initial look using Helmod and my feet to understand all the resource chains. I've figured out everything to get to red science -- including seaweed and the mechanic of how seaweed is a module that you need to slot to get everything started, and that you get your first seaweed through ...
- Tue Jul 28, 2020 2:39 pm
- Forum: PyMods
- Topic: Collection of tech tree gotchas
- Replies: 11
- Views: 7840
Collection of tech tree gotchas
This thread is a place to collect situations in PyMods, where one can unlock recipe X in tech A, but must unlock tech B, where tech B is not a prerequisite of tech A, in order to actually use recipe X. The most common problem is when recipe X uses an ingredient whose first recipe is unlocked in tech ...
- Fri Jul 17, 2020 11:45 pm
- Forum: PyMods
- Topic: PyBlock (alpha)
- Replies: 230
- Views: 91513
Re: PyBlock (alpha)
Just started a new game. Simple Circuit Board requires Seaweed, Seaweed requires a Basic Seaweed Crop Facility MK 00, and that requires Simple Circuit Board. After mining all of the wrecked ship pieces I can see, I don't have any of those things. Am I missing anything?
In normal PyAL you just ...
- Tue Jul 14, 2020 2:03 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 742212
Re: pY Coal Processing - Discussion
Guys, is it really a problem that glassworks takes 27MW?
I was really busy with other staff like figuring out how to build and organize moss/trees/auogs/others and other staff in the early game. Yeah, science was made slowly, few flasks per min or less, and it was enough.
I made a loop trees->coal ...
- Sat Jul 11, 2020 10:10 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 742212
Re: pY Coal Processing - Discussion
So back to the whole "glassworks takes 27MW" discussion. I'm really trying to have an open mind here, but I just don't understand how this is a good thing. I've played through the py early game many times (back before glassworks building & the liquid fuel stuff) and this new method is such a ...
- Wed Jul 08, 2020 6:08 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 23287
Re: Version 0.18.34
i mean, if you just set something to be in the range of 100-100 (or whatever is the stack size for that item) then it will not create a new stack either...
Say you set 1k belts and you mine some belts up, then you have 11 stacks of belts tying up inventory space now. That can be mitigated by ...
- Mon Jul 06, 2020 5:55 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 23287
Re: Version 0.18.34
i set the requests to something like from 80% or 90% of a stack size to one stack
I do it because when I'm working on my base and I retrieve a few of something it will not automatically roll over to a new stack.
i mean, if you just set something to be in the range of 100-100 (or whatever ...
- Sat Jun 20, 2020 12:22 am
- Forum: PyMods
- Topic: Can't help but feel I screwed something up...
- Replies: 26
- Views: 10694
Re: Can't help but feel I screwed something up...
Without PyCoal Touched by an Angel, Bob+Py is not going to play nice. And again, without at an absolute minimum cutting out PyAL, PyCoal Touched by an Angel isn't going to work either. Though it sounds like you probably aren't playing with PyAL, in which case it might maybe work? Probably not with ...
- Fri Jun 19, 2020 2:12 pm
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 28164
Re: Version 0.18.32
It not being 0.5 is because the circuit network operates on integers...but they could've made it round up instead of down. I don't know what the rationale for doing it this way was.
You're mistaken in saying that circuits round down. As an experiment, divide -7 by 3. Since the game truncates ...
- Fri Jun 19, 2020 12:43 am
- Forum: Implemented Suggestions
- Topic: Fluid Tank fluid count rounding
- Replies: 14
- Views: 8161
Re: Fluid Tank fluid count rounding
I second this suggestion. This doesn't really have anything inherently to do with the fluid system change, but it is more important with the fluid system change, primarily because of the train scenario mentioned by alercah. Specifically, if a train is at a station where multiple types of fluids can ...
- Fri Jun 19, 2020 12:33 am
- Forum: PyMods
- Topic: Pymods compatibility Mod
- Replies: 81
- Views: 59038
Re: Pymods compatibility Mod
I have an inside joke for the mod, how about an endgame build called a cruel ABPy's thesis which is a statue of EVA-01 from Neon Genesis: Evangelion that requires 1,000 of each ultra-late game material from those mods and 10,000 of each of the the Mid-late game materials and 100,000 of every ...
- Fri Jun 19, 2020 12:30 am
- Forum: PyMods
- Topic: Can't help but feel I screwed something up...
- Replies: 26
- Views: 10694
Re: Can't help but feel I screwed something up...
Do you have PyCoal Touched by an Angel?
Even if you do, if the mods are up to date, my understanding is that you'll have problems like this, since PyCoal Touched by an Angel is not itself up to date.
Even if you do, if the mods are up to date, my understanding is that you'll have problems like this, since PyCoal Touched by an Angel is not itself up to date.