Search found 72 matches

by Mithaldu
Mon Jun 03, 2019 2:33 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 187049

Re: pY Petroleum Handling

Hot Air doesn't interact correctly with Nexelit. yield: 0.2 - 5 raw nex -> 1 nex plate yield: 0.33 - 18 raw nex -> 6 clean nex -> 6 nex plate yield: 0.6 - 5 raw nex + hot air -> 3 nex plate yield: 0.44 - 18 raw nex -> 6 clean nex + hot air -> 8 nex plate everything looks fine to me. anything with h...
by Mithaldu
Mon Jun 03, 2019 1:49 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 187049

Re: pY Petroleum Handling

Hot Air doesn't interact correctly with Nexelit.

yield: 0.2 - 5 raw nex -> 1 nex plate
yield: 0.33 - 18 raw nex -> 6 clean nex -> 6 nex plate
yield: 0.6 - 5 raw nex + hot air -> 3 nex plate
yield: 0.44 - 18 raw nex -> 6 clean nex + hot air -> 8 nex plate
by Mithaldu
Mon Jun 03, 2019 12:15 pm
Forum: Ideas and Suggestions
Topic: [0.17.45] passive biters outside player range mess up train game flow
Replies: 10
Views: 2245

Re: [0.17.45] passive biters outside player range mess up train game flow

Maybe it's related to something else then. In .16 i had near constant biter attack activity and didn't have to wonder which of my infrastructure needed hardening. Once i upgraded to .17 biter activity across the board became *extremely* reduced ... except for expansion.
by Mithaldu
Mon Jun 03, 2019 9:21 am
Forum: Ideas and Suggestions
Topic: [0.17.45] passive biters outside player range mess up train game flow
Replies: 10
Views: 2245

Re: [0.17.45] passive biters outside player range mess up train game flow

Rseding91 wrote: ↑
Sun Jun 02, 2019 7:51 pm
Thanks for the report however none of this is a bug. I'm moving this to ideas and suggestions.
It's a bug insofar it appears to be a regression from .16 to .17.
by Mithaldu
Sun Jun 02, 2019 1:05 pm
Forum: Ideas and Suggestions
Topic: [0.17.45] passive biters outside player range mess up train game flow
Replies: 10
Views: 2245

Re: [0.17.45] passive biters outside player range mess up train game flow

I'd be happy with that too. Maybe make it an option.

My initial thought there was based around the idea that aggressiveness there would be intended.
by Mithaldu
Sun Jun 02, 2019 10:24 am
Forum: Ideas and Suggestions
Topic: [0.17.45] passive biters outside player range mess up train game flow
Replies: 10
Views: 2245

[0.17.45] passive biters outside player range mess up train game flow

I don't know if biters are supposed to act like this, but if i look at the map biters outside of the immediate player range mostly just sit around and *very* rarely attack anything, even when expanding. Particularly they entirely ignore trains going past. However if the player for whatever reason ta...
by Mithaldu
Mon May 27, 2019 4:53 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 551
Views: 187549

Re: pY Fusion Energy - Discussion

Due to the game's fluid calculations being inexact, and the interactions of power availability, liquid throughput and storages, you want to put a water tank with circuit pumps that fill/empty it as needed anyhow.
by Mithaldu
Sat May 25, 2019 2:14 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 579166

Re: pY Coal Processing - Discussion

-you arent suppose to make coal in that quantity from them This is not communicated anywhere nor usefully discouraged through mechanics. -this inconvenience will probably be resolved in the next mod pyAL Cool, looking forward to it. :) regarding fawogae to coal i use it just to power my turbines wi...
by Mithaldu
Sat May 25, 2019 11:03 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 579166

Re: pY Coal Processing - Discussion

well it was asked like 100 times already the mk2-4 dont even have recipes and if u use them in creative man they are super strong 1mk4+a few beacons consumes a entire pomp of water not sure if u even need the beacons Ah, sorry, i did indeed not read the thread, my fault. That said, the recipe situa...
by Mithaldu
Sat May 25, 2019 12:32 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 579166

Re: pY Coal Processing - Discussion

immortal_sniper1 wrote: ↑
Fri May 24, 2019 10:40 pm
YES
It's ok, i appreciate the effort you made in your detailed post, but this was also answered constructively in the raw ores thread.
by Mithaldu
Fri May 24, 2019 3:49 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 422990

Re: pY Raw Ores Discussion

Cool, that's all i wanted to know. Given that there were no comments in the code it was hard to know.
by Mithaldu
Fri May 24, 2019 2:32 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 422990

Re: pY Raw Ores Discussion

The upper levels of plantation dont even have a recipe. They seem to be still an work in progress and if it wasnt for FNEI or HelMod you would not know they existed. Whereever you're looking at, you got the wrong mod. They do have recipes: https://github.com/pyanodon/pycoalprocessing/blob/master/pr...
by Mithaldu
Fri May 24, 2019 1:48 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 422990

Re: pY Raw Ores Discussion

Ha, i just asked the same thing here: viewtopic.php?p=431879#p431879

And i can confirm that the upper levels of the plantation aren't attached to any technology.
by Mithaldu
Fri May 24, 2019 11:10 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 579166

Re: pY Coal Processing - Discussion

I just found that coal processing has 4 levels of Fawogae plantations, but mk02, mk03, mk04 aren't attached to any technologies. Is this as intended?
by Mithaldu
Thu May 23, 2019 3:51 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 422990

Re: pY Raw Ores Discussion

I'm playing with raw ores, hightech and fusiontech, and i've been working my way towards being able to build mines, which are nominally a tier 3 tech, but they all require hyperelastic material now, which requires biopolymer, which requires silver foam, which is under Fusion Energy MK03. Now i don't...
by Mithaldu
Sun May 05, 2019 9:52 am
Forum: Mods
Topic: [MOD 0.16.x] Actual Craft Time
Replies: 41
Views: 17180

Re: [MOD 0.16.x] Actual Craft Time

Crashes when closing the window of a factory:

Image

Also it appears the github repository is not up-to-date.
by Mithaldu
Tue Apr 23, 2019 11:12 am
Forum: PyMods
Topic: Help! FPS 7.8/7.8
Replies: 9
Views: 2626

Re: Help! FPS 7.8/7.8

by Mithaldu
Wed Apr 10, 2019 8:58 am
Forum: Pending
Topic: [0.17.28] mod interface doesn't link to source even if available
Replies: 1
Views: 532

[0.17.28] mod interface doesn't link to source even if available

This mod for example has a source link, but the ingame mod interface doesn't link to it: https://mods.factorio.com/mod/PickerExtended

This is annoying when trying to check what changed in a mod that doesn't have a changelog.
by Mithaldu
Wed Feb 13, 2019 7:41 am
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 42803

Re: Friday Facts #281 - For a Few Frames More

Am I weird for liking the 'noisy' look of low quality compression? Nah, it actually does look better. The original animation is smooth and clean but mainly so because the player model does not have a lot of small detail and its animation is actually rendered very stiffly. (try moving your head like...
by Mithaldu
Thu Feb 07, 2019 8:50 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3863
Views: 1187979

Re: Bugs & FAQ

I'll just answer that with some uncommented screenshots I guess that means you're rejiggering everything anyhow. I can understand if that means you've little time to care about v.16-compatible mods, though given that v.17 will require a restart of the game and quite a few people might not want to d...

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