Search found 371 matches

by Ratzap
Sat Jul 15, 2017 2:23 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

Yes, but when you dont have water nearby, you can make a closed loop too. That mod give people several options. :) Fair enough but I think you need to play test and balance a little more because as it is now the waste steam engine power far exceeds the power produced by the turbine. The closed cycl...
by Ratzap
Fri Jul 14, 2017 10:20 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

I see so you switched them to single fluid in this version. My older save loaded fine with one error about a nil accessing tailing ponds. What do the cooling towers do by the way? Just turn steam back into water? Why not shunt the steam to a tank and run steam engines off it - more power per coal. E...
by Ratzap
Fri Jul 14, 2017 8:48 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

The turbines will not work in 0.15 until you take out the generators.lua and change the fluid type of their fluid_box. If you look at the link he put in his post, it's a 0.15 mod so he's probably meaning the beta. As Pycoal is set now, the turbines are configured for water (ie the 0.14 fluid for hea...
by Ratzap
Wed Jul 12, 2017 7:02 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67812

Re: [0.14][0.15] Building Platform v1.0.9 (experimental v1.1.9)

No need Neemys, just use them how you want. If you're still looking for more or specifics stuff just say something.
by Ratzap
Wed Jul 12, 2017 3:31 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

That's probably for the best right now.

Like I wrote earlier, there are some mod authors trying to get an API addition to allow fluid types to be changed but if and when that will happen is unknown. You can always change again if it happens.
by Ratzap
Mon Jul 10, 2017 6:33 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67812

Re: [0.14][0.15] Building Platform v1.0.9 (experimental v1.1.9)

Furnace platform (warehouse mod)

Image


Oil processing

Image

These are just two I had made previously, UI visible so snip if you like.
by Ratzap
Mon Jul 10, 2017 2:26 pm
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 164
Views: 106603

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

Last week since things have settled after the 0.15 release I came back to my Youki save and migrated from 0.14. Ho boy, what a shambles (I'm sure you all found the same for your saves), you kind of think "where on earth to start"? I got power working again via the OP MF stuff as a stop gap...
by Ratzap
Mon Jul 10, 2017 10:45 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

pyanodon wrote: Well, if your problem is rich clay, try distillate Tar. It´s available since Coal processing 1.
That produces a bunch of gas that would be wasted along with the ash.
by Ratzap
Sun Jul 09, 2017 11:43 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

With the current beta, I've hit a bit of a balance problem. Ash is needed to produce the green packs but the only way to do that right now would be to waste a lot of vented coal gas/syn gas (which should be burned in generators but they're not working). Or is there a simple recipe I've missed in th...
by Ratzap
Sun Jul 09, 2017 8:59 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

With the current beta, I've hit a bit of a balance problem. Ash is needed to produce the green packs but the only way to do that right now would be to waste a lot of vented coal gas/syn gas (which should be burned in generators but they're not working). Or is there a simple recipe I've missed in the...
by Ratzap
Sun Jul 09, 2017 5:04 pm
Forum: Bob's mods
Topic: waste disposal.
Replies: 15
Views: 8541

Re: waste disposal.

Get this

https://mods.factorio.com/api/downloads ... _3.0.2.zip

and use an overflow valve. It'll let through anything over 80% full. Pop a gas vent on the end of that and it's done.
by Ratzap
Sun Jul 09, 2017 1:42 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

Raw ore digging is good qaddition, and i wish u think about angel's resources in near future, don't forget about natural gas and termal water or water with nodules, by the way about nodules - ur solid separator can work excellent with nodules ;) You really have a thing about Angels stuff eh? Correc...
by Ratzap
Sat Jul 08, 2017 11:07 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

pyanodon wrote: Thanks for your vote. :) But like i said, i can bring new stuff in any of these paths. :)
Presumably then at some point you'll replace compatibility with sections of Bobs/Angels as pieces of your own are ready with the same functions?
by Ratzap
Sat Jul 08, 2017 8:27 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

I went with alien life. Everything else has been done but this subject has only really been touched on by Youki (and bio industries to an extent). Though I was tempted by ores and high tech. Then again, you already support integration with Bobs (and Angels?) which kinda gets you all the ores, petrol...
by Ratzap
Fri Jul 07, 2017 7:12 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68077

Re: Friday Facts #198 - Rail segment visualisation

If you put the rail segment stuff in, please make it an option. I'm quite happy laying rails without any colourful indicators so I'd like to be able to not have them.
by Ratzap
Thu Jul 06, 2017 11:54 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561874

Re: Yuoki Industries - Informations, Suggestions, Questions

Best would be the old values: 400 °C MF - needed fluid-taken 3.3 MW, 5.6 MW, 9.7 MW, 15 MW, 50 MW but the MF temperature range is 150°C - 500°C ... a fixed 500°C input would always display wrong values. I think it's easier to stick with vanilla energy system. I may have a go just for fun anyway but...
by Ratzap
Thu Jul 06, 2017 10:57 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

With that version and a second nursery it's going at a reasonable clip. Not fast by any means but enough.

I did notice though that with the science change, copper is even less used than in stock. 1 furnace provides plenty all the way through getting set up.
by Ratzap
Thu Jul 06, 2017 4:21 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

There's a difference between hard and mind numbingly tedious - seablock for example, that was so boring people used it as a screensaver. Just making things take massive amounts of time is guaranteed to make people either stop using the mod or add bobs and use it's greenhouse (for example). The init...
by Ratzap
Thu Jul 06, 2017 1:59 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

So, whats your suggestion? Keep in mind it isnt to be an easy game. You can also use dirty water and carbon dioxide to genetate logs more fast right in coal processing 01 technology. There's a difference between hard and mind numbingly tedious - seablock for example, that was so boring people used ...
by Ratzap
Thu Jul 06, 2017 12:31 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589296

Re: [MOD 0.14.x] pY Coal Processing

I grabbed they new version, it's better but still pretty bad. Numbers: 3 red = 2 flasks = 10 raw wood = (5 x 80s + 5 x 8) / 2 = 220. So 73.3 seconds per Make more logs? Each nursery takes a lot of materials for a starter building which includes 50 raw wood. Cut down 14 trees by hand or wait 5 and a ...

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