Someone should really teach me to automate compatibility tests before I further embarass myself.^^
I corrected the fix. If you redownload pyv 0.19 it should work.
Search found 98 matches
- Fri Nov 29, 2019 8:36 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23428
- Fri Nov 29, 2019 2:29 am
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23428
Re: pY Veganism (inofficial)
That is weird. The problem occures because Circuitissimo loads a library with a table.merge-function that doesn't actually merge the tables and somehow my mod calls that function instead of the stdlib one. But my mod requires the stdlib-table-library and I don't have a clue why it doesn't overwrite ...
- Mon Nov 11, 2019 6:01 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 239276
Re: pY HighTech Discussion
I don't know if it's intentional, but you essentially baned all vanilla modules in pyht's buildings by disallowing pollution and consumption module effects.
- Sun Nov 03, 2019 9:27 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23428
Re: pY Veganism (inofficial)
I googled if the Orks in Warhammer 40k should be considered vegan and was fascinated by the amount of search results where people asked and answered that question. :D
- Sat Nov 02, 2019 3:49 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 189614
Re: pY Petroleum Handling
I'm in favor of calling it mk4.
- Sat Nov 02, 2019 2:42 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23428
Re: pY Veganism (inofficial)
Hey tiriscef, have you ever thought about boost for ralesia, we have fertilizer in pyht and in pyro but we can't use it to boost ralesia Or another idea - use some replacer of ralesia, just another plant? I think logs, fawogae, ralesia and maybe kikalk could use an early game recipe with humus. I w...
- Fri Nov 01, 2019 11:14 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 586416
Re: pY Coal Processing - Discussion
Hello, I have found a desync cause: deconstructing a fawogae farm causes a desync. by hand or with nanobot, both will eject you. Even admin deconstruction. Admin deletion works (with decon planner in the "none" tab). Note that We have the pY Vegan mod included which tampers with it by add...
- Sun Oct 27, 2019 3:56 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23428
Re: pY Veganism (inofficial)
Okay cool. :) How should we organize the collaboration? Via github? Btw if any of you needs me in a pinch I am available under Soggs#4093 on Discord. I can be found via the official factorio discord. What I might do is make some kind of beta branch to test multiplayer desync since there is somethin...
- Sat Oct 26, 2019 6:52 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23428
Re: pY Veganism (inofficial)
Hey,
thanks for offering your support. :)
I marked you two as collaborators.
thanks for offering your support. :)
I marked you two as collaborators.
- Wed Oct 23, 2019 12:25 am
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23428
Re: pY Veganism (inofficial)
Hi, we are currently using your Py Veganism mod in a multiplayer game on Redmew and a few issues appeared: First and foremost: Your math.random call on line 257 in control.lua seems unsafe and thereby causes desyncs, since the built in random number generator used by Lua is not deterministic across...
- Tue Oct 22, 2019 10:45 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356327
Re: [MOD 0.17] Industrial Revolution
I'm just trying to do my best here, to be honest, I'm finding the constant opinions very wearing. Did I state so many opinions? I'm sorry, I didn't mean to annoy you. :/ In case you're interested in my reply: Server owners can install the language pack if they care at all about non-English speakers...
- Tue Oct 22, 2019 10:23 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356327
Re: [MOD 0.17] Industrial Revolution
But if other people update the locales, I can now update that by itself without troubling the English-speaking users at all. The aim is to stop updating the main mod at all, except to fix broken things, because it's finished. This helps with that aim. But this way you're troubling the non-English-s...
- Tue Oct 22, 2019 9:35 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356327
Re: [MOD 0.17] Industrial Revolution
- Non-English languages were moved into a language pack, so that locales can be updated independently of the main mod. See mod portal / dependencies. I don't understand this decision. The locale files are hardly 1 megabyte. Wouldn't it make more sense to split the graphics to their own mod to save ...
- Wed Sep 25, 2019 6:31 pm
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 6939
Re: [MOD 0.17+] [WIP] Sosciencity
This is awesome stuff! I've been building this mod in my head for 2 to 3 years now. I'd like to contribute something to the mod if I may? I'm in construction and in 2011 this building came to me in a dream, so I taught myself blender just so I can make it. The 3km high multipurpose mega skyscraper ...
- Sun Sep 22, 2019 11:11 pm
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 6939
Re: [MOD 0.17+] [WIP] Sosciencity
Hey, the last weeks weren't very productive, as I was busy trying out IR, being depressed and having stuff to do in the real world. But I fleshed out the system I want to implement for feeding your population. My design goal is to provide the player with a variety of different options, so that they ...
- Tue Sep 17, 2019 7:57 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356327
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
That gives me an idea for my mod. :xDeadlock989 wrote: βTue Sep 17, 2019 5:26 pmIn modern times, bronze is still popular for making musical instruments. I don't have any plans to add trumpets or tubas.
- Sat Sep 07, 2019 7:18 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356327
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
The point of hand-crafting that first assembler is to remind you that every assembler you make makes crafting more assemblers faster, and faster, and faster. That is literally the game. So buffing hand-crafting will never happen. I get that the Almost Empty-Handed Start with a Surprisingly Long Bur...
- Sat Sep 07, 2019 1:45 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356327
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
Hey, a first thought: the handcrafting in the beginning is very annoying as it takes ages due to the high amount of intermediates, a lot of which take a second to craft. You may say that this should incentivise the player to automate the intermediates early on, by 'punshing' him with long crafting t...
- Mon Sep 02, 2019 12:49 pm
- Forum: PyMods
- Topic: PY Functionnal - Discussion
- Replies: 86
- Views: 25876
Re: PY Functionnal - Discussion
The mod breaks the icon of the glassware recipe.
You can fix this by replacing line 32 in data-updates.lua with
(or you could replace line 20 to 35 with which I think is cleaner)
You can fix this by replacing line 32 in data-updates.lua with
Code: Select all
icon_size = 64,
Code: Select all
RECIPE("flask"):remove_ingredient("wood")
- Sat Aug 31, 2019 10:29 am
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 6939
Re: [MOD 0.17+] [WIP] Sosciencity
I die of jealous at your graphical abilities, if this is "not proficient enough" for you. Your standards must be pretty much hitting the top of possible. ;) Graphical abilities and knowing how blender works are two separate skills. My graphics card is still a bit mad at me because I accid...