Search found 102 matches

by mrbaggins
Thu Mar 26, 2020 12:45 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 892
Views: 449048

Re: pY Alien Life - Discussion




How can having them removed result in them "already being loaded"? I mean, the first run would be slower as it removes them, but every run after that isn't going to put them in to take them out...


That's not how factorio loading works at all. It reads threw each mod one at a time and loads ...
by mrbaggins
Sat Mar 21, 2020 4:38 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1787
Views: 868954

Re: pY Coal Processing - Discussion

Oof, playing my map that 's already migrated once from 16 to 17and now to 18 with Alien Life...

Looks like a recent update turned fawogae plantations as a coal source into RAW coal. Now I have to mad rush to fix that giant change.

And navens look promising as an alternative but I havent gotten ...
by mrbaggins
Wed Mar 18, 2020 12:08 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 892
Views: 449048

Re: pY Alien Life - Discussion



It suggests though that now there is a LOT of recipes kept but disabled in various parts. These are going to be a huge burder on load times aren't they?


no. they are very few compared to the total and they are already loaded so all removing them would do is add extra stuff to process which ...
by mrbaggins
Mon Mar 16, 2020 10:34 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 892
Views: 449048

Re: pY Alien Life - Discussion



In short: is there a reason there wasn't a conversion run? All old ralesias turn into ralesia mk 1 for example? And likewise all the machines.


because the amount of things that have been changed makes adding it to a running game a really bad idea and therefore setting up a migration file to ...
by mrbaggins
Sun Mar 15, 2020 11:54 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 892
Views: 449048

Re: pY Alien Life - Discussion

So I updated from 17 to 18 a week ago, and added this to a full pysuite.

I now have multiple versions of a LOT of items. And the old versions almost always don't work as they are null items. Worse, the assemblers for them can still use those recipes.

Eg: fertilizer. Old fertiliser can't be used by ...
by mrbaggins
Sat Feb 29, 2020 12:44 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 892
Views: 449048

Re: pY Alien Life - Discussion

Oof, that's gonna be a hell of a bottleneck looking at recipes. And sap only stacks to 10!
by mrbaggins
Fri Feb 28, 2020 11:11 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 892
Views: 449048

Re: pY Alien Life - Discussion

Just as an FYI to anyone coming, you can totally go from 17 to 18 and add this. What I did:

BACKUP YOUR SAVE AND MODS FOLDERS. On windows - Steam, go to %appdata% folder, Then factorio. Ctrl+Click Mods and Saves. Right click them, send to, compressed file. Y

Update factorio on steam to latest ...
by mrbaggins
Mon Feb 24, 2020 11:28 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 892
Views: 449048

Re: pY Alien Life - Discussion


thats exactly wt i did to my 500 hours base. its not really a big mess when compared to building your base again from scratch.
of course a part of your factory will break, but thats mostly limited to the science packs and biological products like bone meal, lard, plants and urea.
other chains ...
by mrbaggins
Mon Feb 24, 2020 2:02 am
Forum: PyMods
Topic: Guide to pY: LTN and misc tips
Replies: 8
Views: 20735

Re: Guide to pY: LTN and misc tips

"LTN is necessary"

Laughs in 800 trains, no LTN, no logistics bots, 250hrs Production science finished.
by mrbaggins
Mon Feb 24, 2020 1:58 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 892
Views: 449048

Re: pY Alien Life - Discussion

I'm 250hrs into a 0.16-0.17 pymods run.

Am I able to update to 0.18 and add this? Or is that going to be a mess?
by mrbaggins
Tue Jan 14, 2020 11:06 pm
Forum: Ideas and Suggestions
Topic: Picture picker for in-text "emoji" icons
Replies: 3
Views: 354185

Picture picker for in-text "emoji" icons

TL;DR
We need a more user-friendly way to use the "emoji" style item icons in the game


What ?
Have it so that when a user types [ a screen similar to the "signal selection" screen for combinators pops up. Clicking on an icon in said screen inserts the required [item=iron-plate] code for that ...
by mrbaggins
Tue Nov 26, 2019 12:15 am
Forum: Implemented Suggestions
Topic: Changing train stop names, the screen should filter the list when typing at the top
Replies: 12
Views: 6242

Re: Changing train stop names, the screen should filter the list when typing at the top

No feedback? I thought this was something "so obvious no one realised it needed to happen til they heard it"
by mrbaggins
Tue Nov 26, 2019 12:14 am
Forum: Ideas and Suggestions
Topic: Train schedule: Need way to fast replace stop and/or copy+paste criteria
Replies: 13
Views: 6269

Re: Train schedule: Need way to fast replace stop and/or copy+paste criteria


Currently the wait conditions are added to the train stop. What if the wait condition could be dragged out of the station context as an extra ent


The problem with that is that you need some way of being able to drag multiple conditions at once. Whether that's shift/Ctrl select (but that's not ...
by mrbaggins
Mon Nov 18, 2019 11:54 pm
Forum: Implemented Suggestions
Topic: Changing train stop names, the screen should filter the list when typing at the top
Replies: 12
Views: 6242

Changing train stop names, the screen should filter the list when typing at the top

TL;DR
When changing train stop names, the list that shows should be filtered like the train schedule search box is.


What ?
There is a screen with a list of train stops when you change the name of a train stop. This is very useful if you want to re-use an existing train stop name, but massively ...
by mrbaggins
Mon Nov 18, 2019 11:50 pm
Forum: Ideas and Suggestions
Topic: Train schedule: Need way to fast replace stop and/or copy+paste criteria
Replies: 13
Views: 6269

Train schedule: Need way to fast replace stop and/or copy+paste criteria

TL;DR
There is currently no way to change a stop in a train schedule without losing the attached criteria. Relatedly, there is no way to copy and paste criteria between stops in the list (or between those in multiple trains)

What ?
The biggest problem I have with my 500 train and 1000 stop base ...
by mrbaggins
Sat Feb 16, 2019 6:23 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 673314

Re: pY Raw Ores Discussion

nah, my game was actually saying 100.

However running the "redo tech" command fixed it down to 10. I'm drowning in lead now, cos I'd been building my acet so much
by mrbaggins
Sat Feb 16, 2019 12:59 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 673314

Re: pY Raw Ores Discussion

did the lead orerecipe change at some point? Or is it just really expensive? 100 acetylene is a lot, when most of the other recipes are 4 or 6 or 10 of something.
by mrbaggins
Sat Feb 16, 2019 12:05 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 673314

Re: pY Raw Ores Discussion



With the higher tier nickel, that last one is close enough to the first one that adding production modules would shoot it well over (at the expense of power)

that middle one is broken though.


first one 10:1
second 5:1 gr1 2 gr1:3 plate so 10 ore=3 plate


Was purely going of the screenshot ...
by mrbaggins
Fri Feb 15, 2019 5:00 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 673314

Re: pY Raw Ores Discussion

With the higher tier nickel, that last one is close enough to the first one that adding production modules would shoot it well over (at the expense of power)

that middle one is broken though.
by mrbaggins
Wed Feb 13, 2019 6:41 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 673314

Re: pY Raw Ores Discussion

I source all my salt from salt mines in salty rocks. Easy, and very productive.

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