Search found 84 matches

by Raphaello
Tue Mar 26, 2019 8:55 pm
Forum: Releases
Topic: Version 0.17.21
Replies: 15
Views: 14259

Re: Version 0.17.21

Thanks for same day fix to the crashes!
by Raphaello
Tue Mar 26, 2019 7:40 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 585476

Re: pY Coal Processing - Discussion

We got new graphics for destructive distillation column :) Nice

EDIT aaaaand they also have different placement of fluid boxes. That's less nice.
Can't write anymore, must redesign now...
by Raphaello
Tue Mar 26, 2019 6:44 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 238854

Re: pY HighTech Discussion

So, I've done a small patch that implements two changes to HT: 1. moves stack inserter tech to only require basic electronics (only red+green science to unlock it). This also gives access to non-stack inserter capacity bonus of +1 without blue science 2. replaced CB2 with nylon in stack inserter rec...
by Raphaello
Tue Mar 26, 2019 5:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.20] Game crash when opening Blueprint library
Replies: 16
Views: 5109

Re: [0.17.20] Game crash when opening Blueprint library

Same for me - crash when opening blueprint library. Happens in my pymods game as well as in vanilla. 0.17.19 also crashes.
reverting back to 17.17 makes it playable again.
by Raphaello
Mon Mar 25, 2019 8:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.18] Inventory not visible in crafting window (E)
Replies: 19
Views: 5924

Re: [0.17.18] Inventory not visible in crafting window (E)

well, playing py mods on single with no bug is harder than multi with the bug :lol:

it however seems connected to other gui bugs reported right after .17.18 went live
by Raphaello
Mon Mar 25, 2019 8:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.18] Inventory not visible in crafting window (E)
Replies: 19
Views: 5924

Re: [0.17.18] Inventory not visible in crafting window (E)

I'm experiencing the same while playing with pyMods (without AB). Inventory is visible when opening a chest though.
Reverting to .17.17 solves the bug
by Raphaello
Mon Mar 25, 2019 8:04 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 238854

Re: pY HighTech Discussion

Hi pyanodon, I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it). Getting two items moved per inserter swing is pretty big boost, e...
by Raphaello
Sun Mar 24, 2019 9:22 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 238854

Re: pY HighTech Discussion

Hi pyanodon, I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it). Getting two items moved per inserter swing is pretty big boost, es...
by Raphaello
Tue Mar 05, 2019 5:49 pm
Forum: Releases
Topic: Version 0.17.6
Replies: 29
Views: 21150

Re: Version 0.17.6

Yay! Productivity bonus migration works well now. Thanks!!!

EDIT: I should've said 'woo'. Sorry! :lol:
by Raphaello
Mon Mar 04, 2019 10:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5] mining productivity migration script too generous
Replies: 15
Views: 6586

Re: [0.17.5] mining productivity migration script too generous

Klonan wrote: ↑
Mon Mar 04, 2019 9:42 pm
Unfortunately, I don't see anyway to fix your save game now, I guess you will survive with the extra productivity.

The script is fixed in the next release for those who follow in your footsteps
I, for one, did not upgrade my save today :) I'll jump straight to 0.17.6
Thanks for the fix!!
by Raphaello
Mon Mar 04, 2019 7:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5] mining productivity migration script too generous
Replies: 15
Views: 6586

Re: [0.17.5] mining productivity migration script too generous

Same here, I jumped from +20% in 17.4 to +60% in 17.5
Also, in previous version I had 20 mining prod techs researched, after migration to 17.5 I've got only the first one researched.
by Raphaello
Mon Mar 04, 2019 7:05 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 39873

Re: Version 0.17.5

It is indeed a huge buff to mining productivity. I immediately went from +20% (level 10 researched) to +60% after upgrade with only level 1 researched and level 2 of mining productivity reseachable for 1000 RGB science. Also, as others have already mentioned, the new mining productivity is very chea...
by Raphaello
Sat Jan 26, 2019 9:56 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74989

Re: Friday Facts #279 - Train GUI & Modern Spitter

This has already been mentioned, in this thread and others, but if the Train GUI looked like this in 0.17, I would be very, very happy. (This is a mockup for Conditional Goto Orders, ala OpenTTD.) conditional-goto.png Of course, I'm already going to be happy. But this would be even better. :D Also,...
by Raphaello
Fri Jan 18, 2019 3:25 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65211

Re: Friday Facts #278 - The new quickbar

Especially if you have safes with very different play styles (say one vanilla megabase, one in the campaign, one train world/death world, one early game peaceful, one sea block, one creative mode for designing and sometimes you are running some category of speedrun) you want to have very different ...
by Raphaello
Sun Jan 06, 2019 8:03 pm
Forum: Balancing
Topic: 0.17+ mining & smelting numbers
Replies: 16
Views: 22013

Re: 0.17+ mining & smelting numbers

Yes, I like 2s proposal as well - this will make early smelting setups less labours intensive. This will make this boring task less boring :) I would also not mind changing steel recipe. Currently smelting steel is also a bit boring: 1 iron plate furnace feeds directly into 1 steel smelter. Decreasi...
by Raphaello
Fri Jan 04, 2019 3:33 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63456

Re: Friday Facts #276 - Belt item spacing & Script rendering

Very good change to the belts! Great.
Visually it looks a bit worse in 0.17 than in 0.16 due to the items overlapping more. Would it look better if the part of items that is covered by the next item on the belt was darker?
by Raphaello
Sun Dec 09, 2018 4:36 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 585476

Re: pY Coal Processing - Discussion

The newest version might not be compatibile with Bob's mods - try to remove all bobs mods first
by Raphaello
Sun Dec 09, 2018 8:27 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 429030

Re: pY Raw Ores Discussion

Congrats on the release!!! Thanks a lot for all the hard work to both of you :!: small note: pyIndustry has optional dependency on bobs library. I guess this is no longer needed and can be removed. EDIT: I have all the classic ores (iron, copper, stone, coal, uranium, lead, nickel, titatnium,etc) av...
by Raphaello
Sun Nov 25, 2018 6:07 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1375435

Re: Development and Discussion

From my understanding you will be able to override (or rather set) limit even on basegame assemblers. From the FFF-226 it reads Assembling machine ingredient limit removal What I have in mind will work a bit different anyways, but I have to achieve it in a different way now. It's probably cleaner t...
by Raphaello
Fri Jul 20, 2018 3:38 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 43189

Re: Friday Facts #252 - Sound design & Map editor

Brilliant updates, I am looking very much to both improved sounds and the editor.

Sounds really get immersion to the next level. I cannot play without Mushroom Cloud mod anymore as it makes nuke explosions as they should be.

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