Thematically coalbed gas is an anywhere-minable resource which just takes inputs to obtain. But yeah, coalbed gas is pretty sweet.
Search found 246 matches
- Sat Aug 03, 2019 10:12 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 190679
- Sat Jul 27, 2019 12:22 am
- Forum: PyMods
- Topic: Show your creations
- Replies: 10
- Views: 2598
Re: Show your creations
Why waste tailings on that though? They have quite a few other nice uses. 1) because otherwise it needs even more space. 2) None that I have researched. The Tin/Aluminium needs some tailings, probably what iron/copper production produces. But making red science and landfill produces many times more...
- Fri Jul 26, 2019 3:39 am
- Forum: PyMods
- Topic: Show your creations
- Replies: 10
- Views: 2598
Re: Show your creations
Why waste tailings on that though? They have quite a few other nice uses.
- Thu Jul 25, 2019 5:14 pm
- Forum: PyMods
- Topic: Show your creations
- Replies: 10
- Views: 2598
Re: Show your creations
i amde a 255MW out power that is self sufficient and self starting(very slow with solar) the idea of useing fawogae>coal>coke via distillation is interesting i might try to do it form wood of the plantations Trees grow rather slowly. Adding water goes faster, adding tearrings even more so. You can ...
- Thu Jul 25, 2019 12:12 am
- Forum: PyMods
- Topic: Soil Extractor MK4 is effectively slower than MK3...
- Replies: 17
- Views: 4887
Re: Soil Extractor MK4 is effectively slower than MK3...
The base speed of the machines is important. Any module/beacon will increase the speed relative to the base speed. Yes, without beacons, MK3 (with speed module) is faster than MK4, but with even just one beacon MK4 is faster (barely). If you use the max 16 beacons, the MK3 will have speed 19, and t...
- Wed Jul 24, 2019 10:02 pm
- Forum: PyMods
- Topic: Soil Extractor MK4 is effectively slower than MK3...
- Replies: 17
- Views: 4887
Re: Soil Extractor MK4 is effectively slower than MK3...
I suppose the question is: what's the point of module slots in Pyanodon's mods? IMO, since many of the recipes aren't flagged for productivity modules, and efficiency is barely used since power is so inexpensive, this leaves speed modules. So module slots are an option to use more power to have few...
- Wed Jul 24, 2019 12:03 am
- Forum: PyMods
- Topic: pY Fusion Energy - Discussion
- Replies: 552
- Views: 191185
Re: pY Fusion Energy - Discussion
The recipe only got a probability put in without having an amount anymore. I'm guessing putting in amount=1 inside there will fix it. Edit: but it looks like it just got fixed anyway. In any case, while we're talking about it, this actually didn't fix any of the issues with early helium. All it real...
- Tue Jul 23, 2019 11:49 pm
- Forum: PyMods
- Topic: Soil Extractor MK4 is effectively slower than MK3...
- Replies: 17
- Views: 4887
Re: Soil Extractor MK4 is effectively slower than MK3...
That seems the issue. i want solutions since we now know the problems. For me, the fix is remove that, since every tier of buildings speed up the recipes. Progression, problem solved. If you really want to go that route, you're going to need to massively ramp up the speeds of the MK3 and MK4 buildi...
- Tue Jul 23, 2019 5:50 pm
- Forum: PyMods
- Topic: Soil Extractor MK4 is effectively slower than MK3...
- Replies: 17
- Views: 4887
Re: Soil Extractor MK4 is effectively slower than MK3...
This is a pretty common trend in CP, RO, and PH. Also, even when there is an actual benefit after taking modules into account, it really seems like the only reason to build anything above MK2 is to save UPS. The price tags on the blue and purple buildings are just obscene for very limited benefit, e...
- Fri Jul 19, 2019 3:17 pm
- Forum: PyMods
- Topic: Lamp recipe disappeared
- Replies: 2
- Views: 1165
Re: Lamp recipe disappeared
I don't use that one, but there is probably a config option to show recipes that you haven't researched yet; the game uses the term "disabled" for these (as opposed to "hidden").
- Thu Jul 18, 2019 8:05 pm
- Forum: PyMods
- Topic: No Wooden chest in last updates?
- Replies: 2
- Views: 1300
Re: No Wooden chest in last updates?
You may notice that it's not the only thing missing from your handcraft menu...follow viewtopic.php?p=442564#p442441 to fix it.
- Wed Jul 17, 2019 7:32 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 101905
Re: pY Industry - Discussion
There isn't one, yet.
- Tue Jul 16, 2019 3:34 am
- Forum: PyMods
- Topic: Am I missing something or does the full PyMods mean an absurdly slow start?
- Replies: 30
- Views: 11320
Re: Am I missing something or does the full PyMods mean an absurdly slow start?
DONT SMELT ORES DIRECTLY there are better ways , use hot air at the start it s a +20% or so I'm not seeing this anywhere. Where did you find this? It's part of Py Petroleum Handling. I don't recall when you first get access to it, but the recipes are done in the Advanced Foundry, which makes them a...
- Mon Jul 15, 2019 9:38 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 190679
Re: pY Petroleum Handling
Did this most recent PH update accidentally remove the offshore pump recipe?
- Mon Jul 15, 2019 2:14 am
- Forum: PyMods
- Topic: Am I missing something or does the full PyMods mean an absurdly slow start?
- Replies: 30
- Views: 11320
Re: Am I missing something or does the full PyMods mean an absurdly slow start?
Yes, Py starts very slow if RO and HT are both included. I'm pretty sure most Py players play without biters at all; I certainly do. If not, I think you would need to turn pollution and evolution down dramatically to be able to make it to laser turrets before you get overrun. A bit like Seablock or ...
- Sun Jul 14, 2019 6:47 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 101905
Re: pY Industry - Discussion
Is there a reason why the logistic warehouses are priced inconsistently? Active provider warehouses are a bit cheaper while storage warehouses are quite a bit more expensive. Storage warehouses I get it, because they are bigger for some reason, but active providers?
- Wed Jul 10, 2019 5:52 pm
- Forum: Not a bug
- Topic: [Dominik][0.17.55] Crash on loading certain saves (goes away with mod downgrade)
- Replies: 5
- Views: 1378
Re: [Dominik][0.17.55] Crash on loading certain saves (goes away with mod downgrade)
Staplergun figured it out, he had a bug that caused some of his modded pipes to get rotated during migration. Presumably in my base this caused fluid mixing or something like that. Not your problem.
- Tue Jul 09, 2019 10:29 pm
- Forum: Mods
- Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
- Replies: 19
- Views: 10115
Re: [MOD 0.16] Advanced Underground Piping v0.16.53
See viewtopic.php?f=7&t=73080. the short version is that my save cannot load with 0.17.2 of your mod and can load with 0.17.1.
- Tue Jul 09, 2019 8:09 pm
- Forum: Not a bug
- Topic: [Dominik][0.17.55] Crash on loading certain saves (goes away with mod downgrade)
- Replies: 5
- Views: 1378
Re: [0.17.55] Crash on loading certain saves (goes away with mod downgrade)
My bad, I guess I did upload the wrong file. I don't have the exact save above anymore (I overwrote it after finding the workaround). I updated the mod to trigger the crash again and then attached another save and log that actually shows the crash. (This time I double checked...)
- Tue Jul 09, 2019 6:08 pm
- Forum: Not a bug
- Topic: [Dominik][0.17.55] Crash on loading certain saves (goes away with mod downgrade)
- Replies: 5
- Views: 1378
[Dominik][0.17.55] Crash on loading certain saves (goes away with mod downgrade)
This is unfortunately far from a minimal example, but I attach a crash log and save. I apologize if this is duplicated somewhere. Also this is updated through Steam. Relevant: I was able to load this same save before updating to 17.55 from 17.54, but rolling back to 17.54 and also to 17.52 didn't en...