Search found 37 matches
- Sun May 12, 2019 1:25 pm
- Forum: PyMods
- Topic: Py Beginner advice - map settings / bus
- Replies: 30
- Views: 9702
Re: Py Beginner advice - map settings / bus
Aside from the large deposits which need the specialized miner, is there an ore to mine to generate Raw Nexelit? The only other way I can see for making it is using tailings, which seems odd. theres a green sci recipe that allows u to dig raw nexelit anywhere with the ground borer. Ah thanks, that ...
- Sat May 11, 2019 7:59 am
- Forum: PyMods
- Topic: Py Beginner advice - map settings / bus
- Replies: 30
- Views: 9702
Re: Py Beginner advice - map settings / bus
Aside from the large deposits which need the specialized miner, is there an ore to mine to generate Raw Nexelit?
The only other way I can see for making it is using tailings, which seems odd.
The only other way I can see for making it is using tailings, which seems odd.
- Thu May 09, 2019 12:30 am
- Forum: PyMods
- Topic: Py Beginner advice - map settings / bus
- Replies: 30
- Views: 9702
Re: Py Beginner advice - map settings / bus
I have green science, moving the bot would help make it a bit clearer that it exists, it looks like it got lost among the recipes at the moment.
- Wed May 08, 2019 7:40 pm
- Forum: PyMods
- Topic: Py Beginner advice - map settings / bus
- Replies: 30
- Views: 9702
Re: Py Beginner advice - map settings / bus
Not sure if this is the right place for this, I couldn't see a general help thread so this is a bit highjacky. Robots/roboports, can be built really early (red science, once you get rubber and stuff sorted). I built a few and deconstructed my old iron mine but then then they just sat there because ...
- Wed May 08, 2019 7:07 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 190727
Re: pY Petroleum Handling
I noticed the recipe for Combustion Mixture from Aromatics is missing a name.
This was version 1.1.0
This was version 1.1.0
- Mon May 06, 2019 8:34 pm
- Forum: PyMods
- Topic: Py Beginner advice - map settings / bus
- Replies: 30
- Views: 9702
Re: Py Beginner advice - map settings / bus
Not sure if this is the right place for this, I couldn't see a general help thread so this is a bit highjacky. Robots/roboports, can be built really early (red science, once you get rubber and stuff sorted). I built a few and deconstructed my old iron mine but then then they just sat there because t...
- Mon May 06, 2019 11:13 am
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 190727
Re: pY Petroleum Handling
I assumed that using bricks for hot air was a balance thing to compensate for the huge amount of stone generated during crushing. Not really sure what I'm going to use all this stone for now, except maybe tar. (edit) Now I realised that my green science is broken, that should teach me to update mid ...
- Sat Apr 27, 2019 2:24 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22445
Re: Friday Facts #292 - Inching closer to stable
One thing about the multiplayer stress tests. It's a good thing and all that, but you need to also do that sort of thing with modpacks, otherwise there's a whole heap of desyncs that could happen with mods that you're not going to find this way. I think that is up to the mod developers to fix. I th...
- Fri Apr 26, 2019 5:32 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22445
Re: Friday Facts #292 - Inching closer to stable
At Paradox they get some fairly detailed information about player behavior in game, Hearts of Iron 4 specifically comes to mind. They mention it occasionally in their dev diaries ( here and here for example). I'm sure if you ask they'd give you some idea on where and how they get it, they have their...
- Sun Apr 14, 2019 7:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.31] Crash to desktop when joining multiplayer server
- Replies: 2
- Views: 659
[Oxyd] [0.17.31] Crash to desktop when joining multiplayer server
Hi I was participating in Kathrine and Caledorn's multiplayer stress test (over 100 players) which I believe some of the devs are aware of. The first test ended at approx 19:00 (London time) when the server stopped responding, I got dropped from the server, this bug report is not about that. I tried...
- Mon May 21, 2018 5:38 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010965
Re: [0.16] Sea Block Pack 0.2.8
How do you get into the Farming? I cannot seem to get any tree seeds or exploration tokens. The base farm has no recipes... You will find a number of "Gardens" on the small isolated islands. If you mine them, you should get a garden item. Putting those garden items into the Seed Extractor...
- Tue May 01, 2018 5:25 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010965
Re: [0.16] Sea Block Pack 0.2.7
I mean you could modify the map to include an ore patch so that it was useful to you, but other than that no.dienes wrote:Does mining productivity research do anything in seablock?
Personally I would prefer if some of the completely useless things were removed.
- Sat Apr 14, 2018 2:51 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55715
Re: Friday Facts #238 - The GUI update (Part II)
The "Queue" and "Queued" are very similar, when I first saw it I thought you had used the same image twice. You might want to consider changing "Queue" to "Add to Queue".
Also the colour change between 'available' and 'queued' is hard to distinguish.
Also the colour change between 'available' and 'queued' is hard to distinguish.
- Fri Mar 30, 2018 11:40 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010965
Re: [0.16] Sea Block Pack 0.2.5
Just stick to the versions provided in the modpack, the individual mods can and will break things when versions change.PaladinOne wrote:Ran an 'update all mods' this morning
- Fri Mar 30, 2018 12:02 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010965
Re: [0.16] Sea Block Pack 0.2.5
If you use mk1 machines, you maybe hide throughput issues, if you want to upgrade later. But I understand, that building a lazy bastard mall for all those buildings is insane without robots. Trying to make a mall for all of the machines you need would be crazy, but keeping a stock of commonly used ...
- Fri Dec 08, 2017 11:56 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010965
Re: [0.15] Sea Block Pack 0.1.7
Well you don't need shotguns or wooden chests. Yeah I understand that some players might like to use them, but I can't see any reason why playing seablock without them is a problem. If they aren't needed would you consider removing them to streamline the recipe list? You could also remove shotgun a...
- Fri Dec 08, 2017 1:23 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010965
Re: [0.15] Sea Block Pack 0.1.7
Hi The recipes for the shotgun and wooden chest both require wood to create, however you can't create wood without Bob's Greenhouse mod which isn't included (I assume because it makes things too easy). Could you change the recipes to use some other wood-like substance or add a recipe to make wood? O...