Search found 102 matches
- Wed Feb 13, 2019 12:00 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 590679
Re: pY Raw Ores Discussion
FNEI does not like having both a resource_category and crafting_category with the same name. "borax" and "niobium" being the ones in question. What happens is it collects all recipes into its own table, indexed on the category, and when it loops through the buildings for a recipe, sees them ...
- Tue Feb 12, 2019 11:58 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 590679
Re: pY Raw Ores Discussion
why would a building be unlocked by do different techs at difference levels? I don't see how that makes any sense. Welcoming some enlightenment on this one
So that you can get required parts if you choose to take different paths.
It's a bit silly in this instance, but 0.17 is doing a fair bit ...
- Tue Feb 12, 2019 11:54 pm
- Forum: Ideas and Suggestions
- Topic: "Drag-placing" power poles should ignore already built ones
- Replies: 16
- Views: 5332
Re: "Drag-placing" power poles should ignore already built ones
It's not there to stop you from accidentally connecting 2 power networks. It's there to allow you to quickly place power poles that will power everything. Specifically, it will cause you to drop a power pole early if doing so will power something that won't be powered if you don't drop that pole ...
- Sun Feb 10, 2019 9:49 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 590679
Re: pY Raw Ores Discussion
Does anyone else have issues with PyRawOres recipes crashing FNEI?
EG: with everything up to date as of last night, If I search for niobium ore, the first recipe (I assume niobium mine one) will case FNEI to disappear. Ctrl+E once does nothing, and a second time brings it back to the screen where I ...
EG: with everything up to date as of last night, If I search for niobium ore, the first recipe (I assume niobium mine one) will case FNEI to disappear. Ctrl+E once does nothing, and a second time brings it back to the screen where I ...
- Sun Feb 10, 2019 9:44 pm
- Forum: Ideas and Suggestions
- Topic: "Drag-placing" power poles should ignore already built ones
- Replies: 16
- Views: 5332
"Drag-placing" power poles should ignore already built ones
Drag-placing power poles is great. And there's clearly some extra functionality built in where they'll guarantee they power all items you drag under it's influence.
But, drag-placing powerpoles near or to connect to an existing power network doesn't work, as the code clearly does a check in the ...
But, drag-placing powerpoles near or to connect to an existing power network doesn't work, as the code clearly does a check in the ...
- Sat Feb 02, 2019 4:20 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 590679
Re: pY Raw Ores Discussion
Another silly tech tree problem... Copper.
At copper 2, I have the ability to make Grade 4 copper, and Molten copper. But I can't cast it. That recipe is in copper 3. With all the other crazy things in Copper 3, The casting should be in Copper 2.
Or I can turn the Grade 4 into Copper Solution, but ...
At copper 2, I have the ability to make Grade 4 copper, and Molten copper. But I can't cast it. That recipe is in copper 3. With all the other crazy things in Copper 3, The casting should be in Copper 2.
Or I can turn the Grade 4 into Copper Solution, but ...
- Sun Jan 27, 2019 10:28 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 590679
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.
I ended up console commanding a much bigger safe zone, but I think I'll switch over to peaceful via console commands too.
- Sun Jan 20, 2019 12:43 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 590679
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 ...
- Sun Jan 13, 2019 10:41 pm
- Forum: PyMods
- Topic: Ash and Pressured Air supposed to be a huge bottleneck?
- Replies: 14
- Views: 6102
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 ...
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 ...
- Sun Jan 13, 2019 9:36 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 590679
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 ...
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 ...
- Sun Jan 13, 2019 10:42 am
- Forum: PyMods
- Topic: Ash and Pressured Air supposed to be a huge bottleneck?
- Replies: 14
- Views: 6102
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.
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.
- Sun Jan 13, 2019 10:12 am
- Forum: PyMods
- Topic: Ash and Pressured Air supposed to be a huge bottleneck?
- Replies: 14
- Views: 6102
Re: Ash and Pressured Air supposed to be a huge bottleneck?
Science pack 2, which requires geo-samples, which after some chain of shit ends up at rich clay, which requires ashwhat is it that your trying to make?
- Sun Jan 13, 2019 8:37 am
- Forum: PyMods
- Topic: Ash and Pressured Air supposed to be a huge bottleneck?
- Replies: 14
- Views: 6102
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" that ...
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" that ...
- Sun Jan 13, 2019 7:07 am
- Forum: PyMods
- Topic: Ash and Pressured Air supposed to be a huge bottleneck?
- Replies: 14
- Views: 6102
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.
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.
- Sun Jan 13, 2019 6:47 am
- Forum: PyMods
- Topic: Ash and Pressured Air supposed to be a huge bottleneck?
- Replies: 14
- Views: 6102
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 ...
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 ...
- Sun Aug 19, 2018 7:04 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228566
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 >.>
What roughly changed in the bobs power balance? I just set up my mk2 reactor stuff >.>
- Fri Jul 13, 2018 5:53 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228566
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 ...
as for migration from old saves, that is quite troublesome in general ...
- Fri Jul 13, 2018 4:22 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1683596
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.
I'm assuming it's supposed to be like the swamp one and output 4 of the bio-stuff, not 2.
- Wed Jul 11, 2018 1:12 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228566
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 ...
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 ...
- Sun Jul 08, 2018 11:35 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228566
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 ...
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 ...