Search found 102 matches
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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!
- 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 ...
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 ...
- 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 ...
- 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.
Laughs in 800 trains, no LTN, no logistics bots, 250hrs Production science finished.
- 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?
Am I able to update to 0.18 and add this? Or is that going to be a mess?
- 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 ...
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 ...
- 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"
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
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
- 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.
- 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 ...
- 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.
that middle one is broken though.
- 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.