Search found 1459 matches

by kingarthur
Tue Aug 17, 2021 10:24 am
Forum: PyMods
Topic: Worker robot speed 3 and 4
Replies: 1
Views: 1195

Re: Worker robot speed 3 and 4

Pridesfall wrote: ↑
Mon Aug 16, 2021 8:39 am
It seems like worker robot speed 3 and 4 should require production science instead of utility science since 5 requires both but you unlock production science first.
No idea but already tweaking techs and things like this will get looked at eventually as we get father down the tree.
by kingarthur
Wed Aug 04, 2021 7:49 am
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 178
Views: 82508

Re: pY Alternative Energy - Discussion

I guess it's just a phrasing thing. Instead of writing "all pY mods" he listed some and left some out? I'd expect all pY mods to always work together it was referring to the required to use mods. just like pyalienlife requires specific mods. it doesnt list pyhightech. that doesnt mean you...
by kingarthur
Sun Aug 01, 2021 4:44 am
Forum: PyMods
Topic: Py HighTech: Nitrobenzene
Replies: 12
Views: 4016

Re: Py HighTech: Nitrobenzene

the nitrobenze is related to angels disabling a tech that is needed to unlock the recipe in question. i already know this and its only the begining of the issues trying to ram them together. while i had previously spent time making py compatible with the other mods after pypetroleumhandling and pyra...
by kingarthur
Sat Jul 24, 2021 9:27 pm
Forum: PyMods
Topic: Late-earlygame coal gasification plant
Replies: 9
Views: 3032

Re: Late-earlygame coal gasification plant

BlueTemplar wrote: ↑
Sat Jul 24, 2021 2:21 pm

Thing is, coal dust is a byproduct of making hot coke oven gas from coal... well until the Heat Exchanger, which seems to obsolete the hot coke oven gas from coal and petrochem, and at which I now have to look too !
It does not. It will extend your existing sources It doesn't create any
by kingarthur
Fri Jul 16, 2021 6:43 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217411

Re: Bugs & FAQ

I seem to have come across an error that crashes the game whenever I try to chop down a tree, mine ore, break big rocks, or seeming remove any otherwise naturally generating objects in the game by hand. The mod Angel's Industry - Components Enhancement (1.1.2) caused a non-recoverable error. Error ...
by kingarthur
Sun Jul 04, 2021 3:56 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Issues with recipes with fluids that have temps not starting sometimes
Replies: 1
Views: 2048

[Rseding91] Issues with recipes with fluids that have temps not starting sometimes

there has been some scattered issues with recipes that require a specific temp on an input fluid will not accept the fluid into the fluidbox even though the fluid is within temp range and there is no temp mixing or fluid mixing. ive attached a save file with the issue from angels mods as ive been un...
by kingarthur
Sat Jul 03, 2021 12:33 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217411

Re: Bugs & FAQ

Hello, FNEI (although not an authoritative source of info :D ) says "Something went wrong" at the recipe involving Crystal Catalyst, saphirite chunks and jivolite chunks. Is this normal? Its just a junk recipe that isn't used in that version of mods you have. Likely a recipe for compatibi...
by kingarthur
Thu Jun 24, 2021 9:24 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217411

Re: Bugs & FAQ

Hi, I can't craft t1 log/build drones. I have recipe in FNEI and consumable but can't craft robot. Using MP extreme mod pack. And i can't craft "Flotation cell 1" because i can't craft "basic circuit board"Awef5L5IYdE.jpg pymods and angels arent compatible and that will need to ...
by kingarthur
Sat Jun 19, 2021 1:01 am
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 11748

Re: low quality graphics ..

I had the impression that the whole point is that there *is* only one version? Or are you making a copy for "normal" just to adjust the frames? there is currently only a normal version in the files. the code i was working on makes a copy and adds it as the high res version and then edits ...
by kingarthur
Fri Jun 18, 2021 2:24 am
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 11748

Re: low quality graphics ..

Does that imply he's also going to add some kind of mod option to allow user control over how strong frame count is reduced? you mean something like this? plan is that by default itll cut the number in half and if you max it out at 255 itll just cut the animations completely. itll only work on norm...
by kingarthur
Mon Jun 14, 2021 7:08 am
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 11748

Re: low quality graphics ..

the sprites are already done in their sizes, to increase them i would need to re-render which i wont. Downsize them to make the actual as hi-res would mess with some pipe connections. Hi-res assets require you to use scale = 0.5. Normal res assets use scale = 1. There is no apparent difference in p...
by kingarthur
Mon May 24, 2021 2:27 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 241110

Re: pY HighTech Discussion

Hey, first of all i wanted to thank you for the wonderful set of mods you produce. We are currently 600 hours deep into a world with all your mods and LTN enabled, with (hopefully) loads of fun ahead. We encountered a small issue with the black hole/singularity energy extractor. It says, that it ca...
by kingarthur
Sun May 23, 2021 12:11 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291479

Re: pY Alien Life - Discussion

Then drag a box around the area you can't build in due to the beacons. Be careful not to cover any existing buildings as if you were to delete a beacon for a building that has an active T.U.R.D. you will not just lose the bonus, but I have no idea what may happen if you went to remove that building...
by kingarthur
Thu May 20, 2021 8:36 am
Forum: PyMods
Topic: Victory!
Replies: 19
Views: 7595

Re: Victory!

I don't really know what was going on on the lower side of the Uranium chain. I was using only 1kL tanks, and had deleted some liquid during some restructuring, so certainly it's possible I didn't have the right balance and that now that it is balanced it will remain that way, but I thought that a ...
by kingarthur
Thu May 20, 2021 8:24 am
Forum: PyMods
Topic: Anyone else playing with biters?
Replies: 22
Views: 10530

Re: Anyone else playing with biters?

Zentay wrote: ↑
Thu May 20, 2021 5:12 am
Pymod doesn't seem balanced with the default biter settings, as the game and tech progression is much slower and pollution seems to be higher. I'm playing with resource spawner overhaul mod as well.
no its not. even recommend to turn them off completely. py isnt at all setup for biters currently.
by kingarthur
Tue May 18, 2021 11:05 am
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 191251

Re: pY Fusion Energy - Discussion

septemberWaves wrote: ↑
Tue May 18, 2021 9:54 am
Another excellent-looking building. What's the range on this power pole?
Not a pole. And I currently don't know the stats. Waiting on the boss man to say but probably double or triple vanilla
by kingarthur
Fri May 14, 2021 9:29 am
Forum: PyMods
Topic: Is Tholins 2 and Tholins 3 meant to be Utility Science?
Replies: 4
Views: 1721

Re: Is Tholins 2 and Tholins 3 meant to be Utility Science?

tholins is currently the unloved stepchild of the mod pack. to put simply it was somewhat intentionally made to be bad as to fix an issue with it being the go to meta for a lot of things instead of the more involved options. currently its where its meant to be but the rest of the game play meant to ...
by kingarthur
Thu May 13, 2021 8:52 am
Forum: Resolved Problems and Bugs
Topic: [1.1.33] (ui inconsistency) hand craft menu shows newly-unlocked-recipe without showing any new recipe Unread
Replies: 3
Views: 2889

Re: [ ] [1.1.33] (ui inconsistency) hand craft menu shows newly-unlocked-recipe without showing any new recipe Unread

to give a bit more info the recipe in question is set to unlock with a tech but has hide_from_player_crafting set to true so it doesn't actually show up in the menu. and it isnt in any machine the player can access.

i made a small mod that replicates the issue as well.
by kingarthur
Tue Apr 20, 2021 9:47 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217411

Re: Bugs & FAQ

Factorio server by docker factoriotools/factorio:1.1.32 ModPack (AngelBob_1.3.0) AngelBob Crashed at game start after ships explosion animation 250.678 Error MainLoop.cpp:1285: Exception at tick 771: The scenario level caused a non-recoverable error. Please report this error to the scenario author....
by kingarthur
Fri Apr 16, 2021 10:19 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 178
Views: 82508

Re: pY Alternative Energy - Discussion

LordBlackwood wrote: ↑
Fri Apr 16, 2021 6:35 am
will it be possible to integrate the mod into an existing game?
While I can't technically stop you from doing that its not recommended as there will be a significant number of changes across the board that will break things and itll be better to restart

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