Search found 72 matches

by ShadowGlass
Mon Nov 25, 2019 1:57 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 431538

Re: pY Raw Ores Discussion

kingarthur wrote: ↑
Mon Nov 25, 2019 4:22 am
orzelek wrote: ↑
Mon Nov 25, 2019 1:08 am
pyanodon wrote: ↑
Sun Nov 24, 2019 8:54 pm
a release was made with chromium in starter area
So RSO update to include it there would be also needed?
yes
Technically you could make it conditional. We only need Chromium in the starting area if both PyRO and PyPH are used.
by ShadowGlass
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...
by ShadowGlass
Sat Oct 19, 2019 2:49 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 431538

Re: pY Raw Ores Discussion

Blokus wrote: ↑
Fri Oct 18, 2019 11:24 pm
Basically you want to use molten, and until it is economical to use molten, all the other upgrades are either awkward or outright bad.
The Hot Air recipe for Lead is also way too good. It triples the yield (+200%) instead of giving +50% like with iron/copper.
by ShadowGlass
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 ...
by ShadowGlass
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)
by ShadowGlass
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...
by ShadowGlass
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...
by ShadowGlass
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...
by ShadowGlass
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...
by ShadowGlass
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.
by ShadowGlass
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.
by ShadowGlass
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
by ShadowGlass
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...
by ShadowGlass
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...
by ShadowGlass
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...
by ShadowGlass
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
by ShadowGlass
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...
by ShadowGlass
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...
by ShadowGlass
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 ...
by ShadowGlass
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...

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