Search found 72 matches
- 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...
- 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
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
- 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.
- 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
- 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.
My initial thought there was based around the idea that aggressiveness there would be intended.
- 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...
- 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.
- 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...
- 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...
- Sat May 25, 2019 12:32 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 579166
Re: pY Coal Processing - Discussion
It's ok, i appreciate the effort you made in your detailed post, but this was also answered constructively in the raw ores thread.
- 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.
- 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...
- 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.
And i can confirm that the upper levels of the plantation aren't attached to any technology.
- 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?
- 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...
- 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:
Also it appears the github repository is not up-to-date.
Also it appears the github repository is not up-to-date.
- 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
Might be related to this: https://github.com/pyanodon/pycoalprocessing/issues/58
- 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.
This is annoying when trying to check what changed in a mod that doesn't have a changelog.
- 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...
- 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...