Search found 96 matches

by mrbaggins
Sun Jan 27, 2019 10:28 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 433654

Re: pY Raw Ores Discussion

Yeah, I also hit the lead snag early.

I ended up console commanding a much bigger safe zone, but I think I'll switch over to peaceful via console commands too.
by mrbaggins
Sun Jan 20, 2019 12:43 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 433654

Re: pY Raw Ores Discussion

t1 - Ore > processed > molten > plates t2 - Same as t1 because it just unlocks steel and few recipes for graded iron which are unusable at this point. t3 - Ore > processed > graded iron > iron dust > slime + useless pulp at this point which is burned away > unslimed > plates (with some byproducts t...
by mrbaggins
Sun Jan 13, 2019 10:41 pm
Forum: PyMods
Topic: Ash and Pressured Air supposed to be a huge bottleneck?
Replies: 14
Views: 4381

Re: Ash and Pressured Air supposed to be a huge bottleneck?

Another one that makes no sense: Red hot coke. Coke processing 1 is learnable really early on in the piece for science pack 1. This gives 3 recipes only. Red hot coke, Coke from red hot coke, and outlet gas from the byproducts. Two of those recipes aren't touchable until science pack 2 because of th...
by mrbaggins
Sun Jan 13, 2019 9:36 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 433654

Re: pY Raw Ores Discussion

Am I missing something?FNEI says I can make this, I have the tech, but the pressure pump still only knows how to make vaccuum Edit: Had to unlearn the research and re-do it. /c game.player.force.technologies['coal-processing-1'].researched=false; game.player.force.set_saved_technology_progress('coal...
by mrbaggins
Sun Jan 13, 2019 10:42 am
Forum: PyMods
Topic: Ash and Pressured Air supposed to be a huge bottleneck?
Replies: 14
Views: 4381

Re: Ash and Pressured Air supposed to be a huge bottleneck?

I... don't know how i missed that. (Tar)

And that's interesting. I'll have to update. Any idea on this command for updating a tech tree? I would have thought that it auto does with the mod update.
by mrbaggins
Sun Jan 13, 2019 10:12 am
Forum: PyMods
Topic: Ash and Pressured Air supposed to be a huge bottleneck?
Replies: 14
Views: 4381

Re: Ash and Pressured Air supposed to be a huge bottleneck?

what is it that your trying to make?
Science pack 2, which requires geo-samples, which after some chain of shit ends up at rich clay, which requires ash
by mrbaggins
Sun Jan 13, 2019 8:37 am
Forum: PyMods
Topic: Ash and Pressured Air supposed to be a huge bottleneck?
Replies: 14
Views: 4381

Re: Ash and Pressured Air supposed to be a huge bottleneck?

>ok i just checked and the burner is its own tech needs just 2x40 sci 1. Yes, but it has the prerequisites of Oil processing (100), Sulfur (150), desulfur (10), coal processing2 (50) first. All of which are science pack 2 researches, so that's 210 science pack 2s first. Of the 21 "recipes"...
by mrbaggins
Sun Jan 13, 2019 7:07 am
Forum: PyMods
Topic: Ash and Pressured Air supposed to be a huge bottleneck?
Replies: 14
Views: 4381

Re: Ash and Pressured Air supposed to be a huge bottleneck?

"all of them"

The problem might be that the item void recipes mess with FNEI and so there's 1523 recipes for ash and I might be missing some, although it looks like the first few are the "useful" ones.
by mrbaggins
Sun Jan 13, 2019 6:47 am
Forum: PyMods
Topic: Ash and Pressured Air supposed to be a huge bottleneck?
Replies: 14
Views: 4381

Ash and Pressured Air supposed to be a huge bottleneck?

Hi all. Long time Factorian/AngelBobber, but first time Pyanodonner. I'm just now unlocking science pack 2, but I've worked out that I have two MASSIVE problems. First, Ash. With the burner locked behind a couple hundred science2 and flue-gas -> ash also, the only way to get ash is the wood->Coal->c...
by mrbaggins
Sun Aug 19, 2018 7:04 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011725

Re: [0.16] Sea Block Pack 0.2.13

You must have posted that between me checking the page 1 for updates, then clicking this page to see the latest chatter.

What roughly changed in the bobs power balance? I just set up my mk2 reactor stuff >.>
by mrbaggins
Fri Jul 13, 2018 5:53 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011725

Re: [0.16] Sea Block Pack 0.2.11

electromagnetism lab should not show up in seablock pack, tech is probly enabled, because of migration. on the other side, even with zero cost, it still has research time, so you should be able to research it, and get it green. as for migration from old saves, that is quite troublesome in general i...
by mrbaggins
Fri Jul 13, 2018 4:22 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218791

Re: Bugs & FAQ

Simple one. Advanced desert tree cultivation (from tech Desert Tree Abroretum 3) doesn't actually give any benefit to the output. It takes more ingredients and gives exactly same output as level 1.

I'm assuming it's supposed to be like the swamp one and output 4 of the bio-stuff, not 2.
by mrbaggins
Wed Jul 11, 2018 1:12 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011725

Re: [0.16] Sea Block Pack 0.2.11

Just updating on my issues with trying to update from Seablock .7 to .11 SCT was the problem causer. To solve: I had to pick up and destroy all my labs. I had a few different types sitting around. Couldnt load the map if these were present, even in chests. Then update everything all the way to newes...
by mrbaggins
Sun Jul 08, 2018 11:35 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011725

Re: [0.16] Sea Block Pack 0.2.11

Trying to upgrade from I thing 2.7 to 2.11, however trying to load my map gives an error: Error with migration ScienceCostTweaker Mod (Mexmer) 16.13.lua 0.16.13.lua:6 attempt to index field 'sct-lab-2' (a nil value) I'm assuming it's because this is a save with those labs already in place and in use...
by mrbaggins
Tue Apr 24, 2018 4:39 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011725

Re: [0.16] Sea Block Pack 0.2.7

Got details on what that fix does exactly? Is it necessary?

Also, what's the best way to update? I download, compare all the numbers manually, then replace those that need it. Is that the only way to make sure all the versions are right?
by mrbaggins
Mon Oct 16, 2017 12:57 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134156

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Can I suggest a mid-ground? Have bronze be the major component of blue science, but have a little gold necessary. Keeps gold at ALL being a gateway, but not a throughput one, just a tech gateway. Then makes bronze useful. Then once you're in, focus on the gold specialisation in blue science and you ...

Go to advanced search