Technically you could make it conditional. We only need Chromium in the starting area if both PyRO and PyPH are used.
Search found 72 matches
- Mon Nov 25, 2019 1:57 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431538
Re: pY Raw Ores Discussion
- Mon Nov 25, 2019 1:54 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431538
Re: pY Raw Ores Discussion
Theres a side recipe from sand for those which dint have chromium in the start area It requires coal processing 2 technology which requires science pack 2 :D I have no idea what the concern is about chromium and where orzelek has seen its use in science packs 2. A Reformer and Heavy Oil Refinery (w...
- Sat Oct 19, 2019 2:49 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431538
Re: pY Raw Ores Discussion
The Hot Air recipe for Lead is also way too good. It triples the yield (+200%) instead of giving +50% like with iron/copper.
- Wed Oct 09, 2019 9:51 am
- Forum: PyMods
- Topic: pY Fusion Energy - Discussion
- Replies: 552
- Views: 190699
Re: pY Fusion Energy - Discussion
In the 1.4.9 update, The nexelit matrix recipe was changed, (wood->treated wood), and this line was also added to the recipe: :replace_ingredient("treated-wood", "phenolicboard") But this doesn't work, since PyFE is loaded before PyHT, so the phenolic board doesn't exist at this ...
- Mon Oct 07, 2019 2:06 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588399
Re: pY Coal Processing - Discussion
The pollution happens by script, so it doesn't show up in pollution statistics. Kingarthur, you could add it to the statistics from the script, if you want to:
Code: Select all
game.pollution_statistics.on_flow("tailings-pond", count)
- Fri Oct 04, 2019 2:21 am
- Forum: Resource Spawner Overhaul
- Topic: Py Raw Ores came out
- Replies: 34
- Views: 12941
Re: Py Raw Ores came out
There's a bit of a problem with PyMods starting resources. If both Py Ore and Py Petroleum Handling is used, then chromium ore should have (smaller than normal) starting patch. Could you please change the "ore-chromium" entry in pyrawores.lua to something like this: config["ore-chrom...
- Thu Oct 03, 2019 6:59 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431538
Re: pY Raw Ores Discussion
Chromite Sand from Tailings is back with the latest update (slightly nerfed), so I won't do this change. It's tech2 recipe. Player can't research it, because Heavy Oil Refinery need chromium. I've posted the change in the RSO forum ( here ). You can make the same change locally, if you don't want t...
- Thu Oct 03, 2019 6:54 pm
- Forum: Resource Spawner Overhaul
- Topic: Py Raw Ores came out
- Replies: 34
- Views: 12941
Re: Py Raw Ores came out
There's a bit of a problem with PyMods starting resources. If both Py Ore and Py Petroleum Handling is used, then chromium ore should have (smaller than normal) starting patch. Could you please change the "ore-chromium" entry in pyrawores.lua to something like this: config["ore-chromi...
- Thu Oct 03, 2019 9:44 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588399
Re: pY Coal Processing - Discussion
Just a small note about 2 FTS reactor recipes. I'm not sure if these are bugs or intentional, but they don't fit the pattern of the other FTS converter recipes: 1. Heavy Oil from Oleochemicals (recipe name "heavy-oleo") has a crafting time 1. All other FTS converter recipes have crafting t...
- Thu Oct 03, 2019 9:33 am
- Forum: PyMods
- Topic: PY POWER ANALISIS
- Replies: 48
- Views: 14459
Re: PY POWER ANALISIS
There are two CoalGas>SynGas recipes in the Gasifier. One with Oxygen, one without. Only the one with Oxygen got nerfed. The recipe without Oxygen can still use prod modules, so in late game that's actually better, which is kinda weird.
- Thu Oct 03, 2019 7:42 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431538
Re: pY Raw Ores Discussion
Chromite Sand from Tailings is back with the latest update (slightly nerfed), so I won't do this change.
- Mon Sep 30, 2019 11:43 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 190223
Re: pY Petroleum Handling
barells with tar in inventary tar>coalgas>syngas at location if u can use oxygen recipe and vent H2 tholens are also a option but that is last resort Or fawogae>coal>coalgas>syngas. You can also power it locally with fawogae>coal. Generally, Fawogae is the answer to eveything. :D
- Mon Sep 30, 2019 11:38 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431538
Re: pY Raw Ores Discussion
I think the original complainer said they were using RSO, which I also like to use, in which case this is fixable. Just need to change the RSO config file. I might do this in a few days and send it over to @orzelek. If I got it right, the rule should be: If both PyRO and PyPH are enabled, then add c...
- Sat Sep 28, 2019 9:11 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588399
Re: pY Coal Processing - Discussion
The recipe is in pyCO prototypes/recipes/advanced-foundry-recipes.lua, thats why I posted here But i see now that there is a enabled=false on it, another mod probably enabled it, so ignore my report, thought i found a broken recipe Huh, I guess I've never played without PyRO. Enabled=false normally...
- Sat Sep 28, 2019 5:30 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588399
Re: pY Coal Processing - Discussion
theres no crushed iron uses in pyro. Also, if its a pyRO problem, post in the correct forum I don't know if it's a pyRO problem, i'm using latest version of both, the problem is that the recipe of steel on advanced foundry from pyCO (2x Coke, 2 Crushed Iron, 2x Limestone, 1x Sand Casting, 1x FuelRo...
- Wed Sep 25, 2019 2:18 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383478
Re: Development and Discussion
This should fix everything for you:
Code: Select all
/c for _,player in pairs(game.players) do
player.force.reset_recipes()
player.force.reset_technologies()
player.force.reset_technology_effects()
end
- Fri Aug 30, 2019 9:28 am
- Forum: Resolved Problems and Bugs
- Topic: Tile Prototype decorative_removal_probability incorrect default value
- Replies: 1
- Views: 950
Tile Prototype decorative_removal_probability incorrect default value
This is admittedly a very small issue, but maybe it's also very easy to fix. I don't know if this is a documentation bug, or game bug, but the documentation doesn't match the game behavior. The documentation claims that the default value of decorative_removal_probability is 1.0. But if this property...
- Fri Aug 30, 2019 9:10 am
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 101614
Re: pY Industry - Discussion
Any chance you could add "decorative_removal_probability = 1" to the tile prototypes? This'd make it so that grass and other decoratives are removed when placing a tile, so they don't poke through the asphalt (or any other tiles). It looks quite silly in my opinion. The documentation claim...
- Wed Aug 21, 2019 6:09 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 240283
Re: pY HighTech Discussion
sorry to bother you again but still i cant see the mod list also u said in the stream u have a build that generates crude oil how does it work? The mod list is on my stream schedule page on my website. The link to the page on my Twitch channel is in the About pane, under the PC parts list. Or just ...
- Wed Jul 24, 2019 11:10 pm
- Forum: PyMods
- Topic: Soil Extractor MK4 is effectively slower than MK3...
- Replies: 17
- Views: 4878
Re: Soil Extractor MK4 is effectively slower than MK3...
The base speed of the machines is important. Any module/beacon will increase the speed relative to the base speed. Yes, without beacons, MK3 (with speed module) is faster than MK4, but with even just one beacon MK4 is faster (barely). If you use the max 16 beacons, the MK3 will have speed 19, and th...