Search found 102 matches

by mrbaggins
Wed Dec 16, 2020 1:31 am
Forum: PyMods
Topic: Do you update your modpack ?
Replies: 7
Views: 4506

Re: Do you update your modpack ?

I do, sporadically.

For instance, I've not updated for a little bit since the smelter building was apparently introduced. That's gonna break lots of my stuff, so I want to make sure I do that updates when I've got time to fix everything.

Otherwise I'll do it as part of my pymods todo list. Fix ...
by mrbaggins
Wed Dec 02, 2020 2:50 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion


I'm having the same issue (GTX 980 on my end) but didn't find a workaround yet. I sometimes have that problem with other mods too tho (or at least I remember it doing the same thing when playing Space Exploration, which is another rather graphics heavy mod). I'll play around with my graphics ...
by mrbaggins
Mon Nov 30, 2020 11:32 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

I've never noticed that in Helmod.

But I run with "show disabled" and "Show hidden" off, as I only want recipes I can *currently* use to show up.

If you have those enabled, I don't know. If you don't, I don't know how or what you're seeing (and I'm not at home atm to check my game for chlorinated ...
by mrbaggins
Mon Nov 30, 2020 8:00 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

Cheers kingarthur

Unrelated: I seem to be getting stutters when moving quickly around my base. My ticks in the debug info seem perfectly fine, and my cpu load isn't particularly noteworthy. Sitting still completely solves it. Zooming right in does too. I have 16GB RAM, so don't believe it's a ...
by mrbaggins
Sat Nov 28, 2020 5:49 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

Just tossing up if I want to do something like go all in on something cheap for all the basics, only branching out for stuff like Arqad honey / chitini / milk etc.
by mrbaggins
Thu Nov 26, 2020 9:27 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

I got through all blue and py science last time, using vanilla trains and no logistics. I restarted with 1.0 release and have had red and green finished for a while, and I'm getting close to having good alien samples done to get the next batch of critters and plants for py science.

I am intending ...
by mrbaggins
Thu Nov 26, 2020 3:04 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

What animals do folks use for products these days? I obviously need Korlex's for milk... Trying to plan things out and green and red science seems awfully close to the wire in terms of efficiency (EG: sea sponges barely give ANY extra output until you pyscience them to use tailings instead).

And do ...
by mrbaggins
Sat Nov 21, 2020 11:33 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 695048

Re: pY Raw Ores Discussion

Didn't expect that lol.

I'd say each tier should be 10-50% Bette than one before it. The easy way to adjust it is just raise or lower the solder outputs. Nerf lead1 a little, buff lead 2 a fair bit
The medium way is to adjust the inputs instead/as well.

In any case, here's some suggestions ...
by mrbaggins
Sat Nov 21, 2020 2:54 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 695048

Re: pY Raw Ores Discussion

Is solder not balanced at all?

Default is 2leadplate (LP) + 1 Tin plate (TP) = 1 Solder

At Lead 1, you get the ability to use Molten Solder. 10 Molten = 1 Solder, or 1.4 if you use hot air.
You also get a recipe that adds tar to default 2LP + 1TP + 30tar = 20 Molten = 2 solder, so you get double ...
by mrbaggins
Sat Nov 21, 2020 1:32 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion



Anyone hitting issues trying to add Modules to machines in Helmod at the moment? If I try to put animal modules (specifically Arqad and Ulrics) into their building in helmod, the screen suddenly shrinks and the module side disappears, it doesn't get added, and an error is logged from helmod to ...
by mrbaggins
Wed Nov 18, 2020 10:51 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

Anyone hitting issues trying to add Modules to machines in Helmod at the moment? If I try to put animal modules (specifically Arqad and Ulrics) into their building in helmod, the screen suddenly shrinks and the module side disappears, it doesn't get added, and an error is logged from helmod to the ...
by mrbaggins
Sun Nov 15, 2020 1:08 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

I updated yesterday or the day before... let me check my version

Edit: Yeah, I only had 1.9.7. I'll assume fixed in 198.

Edit2: Looks right. Gotta make some ulrics now.
by mrbaggins
Sat Nov 14, 2020 11:38 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

Came to write the same thing.It's right where I'm up to lol
by mrbaggins
Mon Aug 24, 2020 4:49 am
Forum: PyMods
Topic: Collection of tech tree gotchas
Replies: 11
Views: 10365

Re: Collection of tech tree gotchas

Vrauks are really a prereq for other land animals 1 creatures like Auogs. Need cocoons for retrovirals, for cDNA, for gene lab to get the starter creatures.
by mrbaggins
Tue Aug 04, 2020 12:00 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion


Yes, you have to put modules in the buildings. Also be aware that Helmod added a new feature just for Py recently that allows you to control-leftclick on a module to add the maximum number of that module to the factory. That's great for things like Cottonguts where you have to scroll to the bottom ...
by mrbaggins
Mon Aug 03, 2020 11:58 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion




I'm taking an initial look using Helmod and my feet to understand all the resource chains. I've figured out everything to get to red science -- including seaweed and the mechanic of how seaweed is a module that you need to slot to get everything started, and that you get your first seaweed ...
by mrbaggins
Sat Apr 25, 2020 9:50 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion


try the dna polymerase that returns more


With arthurian eggs? Those are quite a ways into blue+py science, plus a lot of extra stuff.

i i remember well king is doing the mk2-4 vrauk atm , i was planning on looking into cocons for a while but there wa that thing that was more important that ...
by mrbaggins
Fri Apr 24, 2020 11:30 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion


I wanted to share some sections of the base I've been working on and offer some meandering feedback for the py/chem science part of the game, as this feels like the time when all the Alien Life elements really start flowing into use. A few new mushrooms, several new interesting plants and animals ...
by mrbaggins
Wed Apr 22, 2020 5:48 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 464400

Re: pY Alien Life - Discussion

I only have Xyp's that can go straight to blood, at 80 units per, and cannot confirm. My slaughterhouse sits idle waiting for a xyp.
by mrbaggins
Tue Apr 21, 2020 10:01 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1787
Views: 891006

Re: pY Coal Processing - Discussion

Yeah, ran it from methane for all of two tanks lol. Switched to finding an oil outpost which converts to fuel oil on site and using that for now.

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