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.
Search found 96 matches
- Sun Jan 27, 2019 10:28 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 433654
- 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...
- 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...
- 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...
- 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.
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: 4381
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: 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"...
- 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.
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: 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...
- 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 >.>
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: 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...
- 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.
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: 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...
- 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...
- 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?
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?
- 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 ...