Search found 246 matches

by Blokus
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: 766

[1.1.51] Crash when copying solar panel ghosts with Space Exploration

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 steps wi...
by Blokus
Sun Sep 05, 2021 1:56 pm
Forum: Logistic Train Network
Topic: Should LTN use the vanilla train limit?
Replies: 7
Views: 2771

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 st...
by Blokus
Mon Oct 19, 2020 3:03 pm
Forum: PyMods
Topic: Can't help but feel I screwed something up...
Replies: 26
Views: 8289

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).
by Blokus
Sun Aug 23, 2020 4:57 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 995054

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?
by Blokus
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: 2201

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 beh...
by Blokus
Mon Aug 03, 2020 8:11 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 575872

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 ignor...
by Blokus
Thu Jul 30, 2020 5:16 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 283211

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 doe...
by Blokus
Thu Jul 30, 2020 3:03 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 575872

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), ...
by Blokus
Wed Jul 29, 2020 2:10 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 283211

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 ...
by Blokus
Tue Jul 28, 2020 2:39 pm
Forum: PyMods
Topic: Collection of tech tree gotchas
Replies: 11
Views: 5815

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...
by Blokus
Fri Jul 17, 2020 11:45 pm
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 230
Views: 70225

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 fish ...
by Blokus
Tue Jul 14, 2020 2:03 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 575872

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/...
by Blokus
Sat Jul 11, 2020 10:10 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 575872

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...
by Blokus
Wed Jul 08, 2020 6:08 pm
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 20365

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 trash ...
by Blokus
Mon Jul 06, 2020 5:55 pm
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 20365

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 is the sta...
by Blokus
Sat Jun 20, 2020 12:22 am
Forum: PyMods
Topic: Can't help but feel I screwed something up...
Replies: 26
Views: 8289

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 c...
by Blokus
Fri Jun 19, 2020 2:12 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 24046

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, the g...
by Blokus
Fri Jun 19, 2020 12:43 am
Forum: Implemented Suggestions
Topic: Fluid Tank fluid count rounding
Replies: 14
Views: 6191

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 ...
by Blokus
Fri Jun 19, 2020 12:33 am
Forum: PyMods
Topic: Pymods compatibility Mod
Replies: 81
Views: 50194

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 beginn...
by Blokus
Fri Jun 19, 2020 12:30 am
Forum: PyMods
Topic: Can't help but feel I screwed something up...
Replies: 26
Views: 8289

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.

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