Search found 44 matches

by otakushowboat
Sat Aug 17, 2019 3:59 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 627
Views: 105067

Re: pY Petroleum Handling

it was a 1:1 for many builds that required sand regarding speed crushers can do 40/s or so but stone >sand is 16:9 the 20/s was in a mk4 too u forgot to keep in mind the mining cost : Pb Ti require acetylene and that is expensive niobium require drill heads so it is not so cheep ti get compared to ...
by otakushowboat
Sat Aug 17, 2019 2:10 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 627
Views: 105067

Re: pY Petroleum Handling

speed! it was 20/s or something like that now it is 8/s or so So now it's three buildings versus one to get a similar output. Doesn't change my argument. Still saves enough space and logistics work versus using soil extractors/washers to be worth the iron expenditure. Again, don't like it? Mod it. ...
by otakushowboat
Sat Aug 17, 2019 1:55 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 627
Views: 105067

Re: pY Petroleum Handling

some time ago py nerfed hard the speed of them it was 2 energy needed now it is 5 also he thought it was too cheep but i needed to use iron to begin with if i was truly cheep i could have made water>soil>sand for like 0 cost but those builds are larger so i used sand extractors also they were in go...
by otakushowboat
Sat Aug 17, 2019 1:04 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 627
Views: 105067

Re: pY Petroleum Handling

do you have one for sand extractors too? if not ill steam the code and modify it Don't know what you'd want from sand extractors. Those recipes just need iron sticks as it is and are arguably more exploitable than any of the ground boring recipes. Its like, your opinion man. :) For me, getting ores...
by otakushowboat
Sat Aug 17, 2019 1:54 am
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 627
Views: 105067

Re: pY Petroleum Handling

For anyone interested in NOT having drilling fluid required for ground boring recipes and would rather stick with lubricant: https://mods.factorio.com/mod/pyborerrevert PS: This is the first mod I've done for Factorio, so there are probably better ways of implementing what this mod does, but it shou...
by otakushowboat
Fri Aug 16, 2019 11:53 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 627
Views: 105067

Re: pY Petroleum Handling

pyanodon wrote: ↑
Fri Aug 16, 2019 11:13 pm
Thanks for the heads up about the tech lock. I shall fix that.
Excellent. Thanks for changing fluid 1 to copper. However, copper is copper-ore, not ore-copper, so now fluid 1 has no ore requirement :D
by otakushowboat
Fri Aug 16, 2019 11:08 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 627
Views: 105067

Re: pY Petroleum Handling

With today's update in PyPH for ground borers, there may have been a slight oversight if also using PyHT due to the new drilling fluid requirements. If also using PyHT, drilling fluid 2 and 3 require Ethylene Glycol, which requires Colloidal Silica. Colloidal Silica is locked behind the Nanotechnolo...
by otakushowboat
Thu Aug 15, 2019 1:51 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1495
Views: 251490

Re: pY Raw Ores Discussion

Are there high res versions of the organization charts? The ones in they stickied thread at the top are blurry and unreadable. If you're referring to the imgur gallery, you should be able to just click on an image to get a larger version of it or right-click and open in new tab/window for the full-...
by otakushowboat
Mon Aug 12, 2019 12:22 pm
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 230
Views: 40578

Re: PyBlock (alpha)

I finally finished building this. Didn't see the "G4 -> Molten Copper" recipe at first. Still awfully complex. It did run for a while but now it's blocked. Not listed is that you also need sand castings and borax and you get molyb-something ore that you have to get rid of. Raw borax also ...
by otakushowboat
Mon Aug 05, 2019 5:41 pm
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 230
Views: 40578

Re: PyBlock (alpha)

I stopped handcrafting circuit boards and buildings by hand. Now I'm seriously strapped for copper. I looked into improving the recipe for copper plates but I'm not finding much. There is a minor improvement if I crush copper ore but very minor. Also looks slower so I need more buildings. So extra ...
by otakushowboat
Thu Aug 01, 2019 12:44 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 548
Views: 121850

Re: pY Fusion Energy - Discussion

Issue caused by game version 17.60: Laser turrets now require blue science. Laser turrets are required for molybdenum mines. Molybdenum plates are required for aramid, which is required for stainless steel, silicon wafers, and cladded cores, which are part of circuit board 2 production, which is req...
by otakushowboat
Thu Jul 25, 2019 10:36 pm
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 230
Views: 40578

Re: PyBlock (alpha)

As pointed out by BlueTemplar, the advanced foundry has a very early hot air recipe to smelt iron ore into wrought iron plates, then a recipe with hot air for wrought iron plates to standard iron plates. This process is EXTREMELY efficient for ore:plate ratio at this phase of the game. This, of cour...
by otakushowboat
Tue Jul 23, 2019 6:31 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1777
Views: 393530

Re: pY Coal Processing - Discussion

Using cooling towers allows you to remove the water input to the system once it's been given an initial supply by looping the water output from the cooling towers back to the buildings using water and making 60 C steam. Once you've done that, you don't need to worry about feeding water into that sys...
by otakushowboat
Mon Jul 22, 2019 12:20 pm
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 230
Views: 40578

Re: PyBlock (alpha)

Hi, I've recently started playing PyBlock and only (already? :) advanced to green science. Got started with building trains now. I've noticed a few things though that seem to make no sense or are annoying: 3) 60Β°C steam, seriously? At 60Β°C steam turns into water. Rapidly. Under pressure like you ne...
by otakushowboat
Sun Jul 21, 2019 1:32 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 149010

Re: pY HighTech Discussion

kingarthur wrote: ↑
Sun Jul 21, 2019 1:21 pm
Try updating everything one last time we replaced all the mod migration this time
That seems to have done the trick. All recipes seem to be showing up now.

Thanks for all the hard work.
by otakushowboat
Sun Jul 21, 2019 1:00 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 149010

Re: pY HighTech Discussion

already fixed update pycoalprocessing to after making sure all other are up to date This update is not having an impact on my saves made on the previous version of pyHT that are now loading with the most recent versions of the pY suite. 20190721085110_1.jpg Loading a different save made after fixin...
by otakushowboat
Sun Jul 21, 2019 12:19 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 149010

Re: pY HighTech Discussion

Emergency Feedback: Dozens of players claimed, that they update pyHT and pyFE for the two new ore graphics, but all the basic recipe of the current savefiles have been disabled, for example, transport belt/small electric pole/boiler, no basic recipe escapes.. Most of these players' current savefile...
by otakushowboat
Sat Jul 20, 2019 3:11 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 114553

Re: Friday Facts #304 - Small bugs; Big changes

I'll add my voice to the crowd in thinking that the change to basic oil processing is not a good idea for the reasons stated by many prior. I think that the proposed alternative being discussed of producing heavy oil with being able to get oil cracking earlier, if not unlocked at basic oil processin...
by otakushowboat
Mon Jul 15, 2019 9:51 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 627
Views: 105067

Re: pY Petroleum Handling

Try running the following command to gain back the myriad recipes that seem to have been borked in the new update, it's worked for me: /c for _,player in pairs(game.players) do player.force.reset_recipes() player.force.reset_technologies() player.force.reset_technology_effects() end Edit: I found th...
by otakushowboat
Mon Jul 15, 2019 6:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
Replies: 13
Views: 1652

Re: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"

I am having a similar, yet far worse issue with 0.17.57. Regardless of save, even with all mods disabled, attempting to sync a save's mods wants to enable ALL mods. Mods that are not currently enabled are listed as enabled and marked as "keep enabled," and mods not associated with the save...

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