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 ...
Search found 102 matches
- Wed Dec 16, 2020 1:31 am
- Forum: PyMods
- Topic: Do you update your modpack ?
- Replies: 7
- Views: 4506
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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 ...
I am intending ...
- 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 ...
And do ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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.
Edit: Yeah, I only had 1.9.7. I'll assume fixed in 198.
Edit2: Looks right. Gotta make some ulrics now.
- 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
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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.