pY Alien Life - Discussion

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watc
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Re: pY Alien Life - Discussion

Post by watc »

With stdlab1.41 and all py mods On, Factorio disable pyalienlife. I update stdlib to 1.43, It all goes well. Can you update stdlib dependency to make sure no one run into this problem?
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Re: pY Alien Life - Discussion

Post by kingarthur »

watc wrote: Mon Jun 15, 2020 3:38 am With stdlab1.41 and all py mods On, Factorio disable pyalienlife. I update stdlib to 1.43, It all goes well. Can you update stdlib dependency to make sure no one run into this problem?
i dont think theres anything that should require stdlib 1.4.3. it should have worked with 1.4.1as factorio wouldn't have disabled it if there was an issue. you would get some kind of error but ill check and make sure and adjust it if its actually needed
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Re: pY Alien Life - Discussion

Post by Holy »

Help. No KMAUT in SLAUGHTERHOUSE.
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kingarthur
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Re: pY Alien Life - Discussion

Post by kingarthur »

Holy wrote: Mon Jun 15, 2020 12:15 pm Help. No KMAUT in SLAUGHTERHOUSE.
ok its fixed for the next release
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Re: pY Alien Life - Discussion

Post by watc »

kingarthur wrote: Mon Jun 15, 2020 3:50 am
watc wrote: Mon Jun 15, 2020 3:38 am With stdlab1.41 and all py mods On, Factorio disable pyalienlife. I update stdlib to 1.43, It all goes well. Can you update stdlib dependency to make sure no one run into this problem?
i dont think theres anything that should require stdlib 1.4.3. it should have worked with 1.4.1as factorio wouldn't have disabled it if there was an issue. you would get some kind of error but ill check and make sure and adjust it if its actually needed
the error massege
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kots01
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Re: pY Alien Life - Discussion

Post by kots01 »

Thank you guys for the pleasure of playing your mods. The idea with animal and plant modules is great. Is it theoretically possible to do something similar with laboratory research? Make special modules for laboratories
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Re: pY Alien Life - Discussion

Post by pyanodon »

kots01 wrote: Tue Jun 23, 2020 7:56 pm Thank you guys for the pleasure of playing your mods. The idea with animal and plant modules is great. Is it theoretically possible to do something similar with laboratory research? Make special modules for laboratories
Who knows...
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Re: pY Alien Life - Discussion

Post by sankang2004 »

https://imgur.com/a/sqINbCP
Please help me with this.
I tried to make some sap but sap tree just says 'disabled by script'.
I looked at save file from our PY AL multiplayer server but it worked just fine.
But when I deconstructed and reconstructed, the sap tree just didn't work.
Should I download lower versions of Factorio/Pyanodons to solve this problem??
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Re: pY Alien Life - Discussion

Post by kingarthur »

sankang2004 wrote: Wed Jun 24, 2020 6:50 am https://imgur.com/a/sqINbCP
Please help me with this.
I tried to make some sap but sap tree just says 'disabled by script'.
I looked at save file from our PY AL multiplayer server but it worked just fine.
But when I deconstructed and reconstructed, the sap tree just didn't work.
Should I download lower versions of Factorio/Pyanodons to solve this problem??
sap needs sap tree modules to work now. sap tree is made from sap seeds and sap seeds are made from sap. if you dont have any sap you can get starter sap seeds and sap from trees on the map
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Re: pY Alien Life - Discussion

Post by sankang2004 »

kingarthur wrote: Wed Jun 24, 2020 7:00 am
sankang2004 wrote: Wed Jun 24, 2020 6:50 am https://imgur.com/a/sqINbCP
Please help me with this.
I tried to make some sap but sap tree just says 'disabled by script'.
I looked at save file from our PY AL multiplayer server but it worked just fine.
But when I deconstructed and reconstructed, the sap tree just didn't work.
Should I download lower versions of Factorio/Pyanodons to solve this problem??
sap needs sap tree modules to work now. sap tree is made from sap seeds and sap seeds are made from sap. if you dont have any sap you can get starter sap seeds and sap from trees on the map
So can I craft them or should I find them??
Thanks for the fast answer!!
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Re: pY Alien Life - Discussion

Post by kingarthur »

sankang2004 wrote: Wed Jun 24, 2020 7:09 am
kingarthur wrote: Wed Jun 24, 2020 7:00 am
sankang2004 wrote: Wed Jun 24, 2020 6:50 am https://imgur.com/a/sqINbCP
Please help me with this.
I tried to make some sap but sap tree just says 'disabled by script'.
I looked at save file from our PY AL multiplayer server but it worked just fine.
But when I deconstructed and reconstructed, the sap tree just didn't work.
Should I download lower versions of Factorio/Pyanodons to solve this problem??
sap needs sap tree modules to work now. sap tree is made from sap seeds and sap seeds are made from sap. if you dont have any sap you can get starter sap seeds and sap from trees on the map
So can I craft them or should I find them??
Thanks for the fast answer!!
you cant find the trees themselves they have to be crafted from seeds. the seeds and sap can be found if you dont already have some on hand.
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Re: pY Alien Life - Discussion

Post by kalashn1k0v »

Hello guys,
Accidentally I Ctrl-clicked a lab having moss in my hand.
For my surprise moss was inserted as a module into a lab.
So I wanted to quickly check what else can I insert into labs in map editor.
Looks like you can insert any plant or creature.
For example, I picked the fastest creature Xyhiphoe MK 04, which gives +8000% of speed.
You can insert 2 modules, so it gives 16000% speed boost.
And it worked!!! A lab was crazy fast :lol:
Is it a feature or a bug of Alien Life? ;)
Image

I play on a full Py suite, latest version. (PyAL 1.8.3)
Last edited by kalashn1k0v on Mon Jun 29, 2020 5:23 pm, edited 1 time in total.
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Re: pY Alien Life - Discussion

Post by kingarthur »

kalashn1k0v wrote: Mon Jun 29, 2020 5:17 pm Hello guys,
Accidentally I Ctrl-clicked a lab having moss in my hand.
For my surprise moss was inserted as a module into a lab.
So I wanted to quickly check what else can I insert into labs in map editor.
Looks like you can insert any plant or creature.
For example, I picked the fastest creature Xyhiphoe MK 04, which gives +8000% of speed.
You can insert 2 modules, so it gives 16000% speed boost.
And it worked!!! A lab was crazy fast :lol:
Is it a feature or a bug of Alien Life? ;)
Image

I play on a full Py suite, latest version. (PyAL 1.8.3)
Nethier. Its not an intended feature or a bug. Just a result of vanilla factorio not give a nice way to block those modules from be used in labs and i decided it isn't worth the effort to fix it. Speeding up a lab doesn't really get you out of having to craft all the materials to make the science packs.
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Re: pY Alien Life - Discussion

Post by magals »

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Re: pY Alien Life - Discussion

Post by Firemonkey1412 »

How to solve the problem with loosing cages in paddocks? With an output of 80-90% caged animals, we loos so many cages. So we have to bring the hole time new empty cages to every paddock production line? It will be crazier in endgame, cause then we have an output of 150% caged animals. Then we have to destroy all overplus empty cages?
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Re: pY Alien Life - Discussion

Post by pyanodon »

there´s no 150% output cages in end game. Unless youre using non-official py mods or anything. And yes, you need to keep making cages in early game until you can use 100% recipes.
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Re: pY Alien Life - Discussion

Post by Firemonkey1412 »

No other mods. Technology antiviral drugs shows me 1-2 output with 1 cage, so I thought it would be 150% Output. But I´m far away from this^^ If it is intended to produce additional cages then everything is fine.
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Re: pY Alien Life - Discussion

Post by immortal_sniper1 »

Firemonkey1412 wrote: Sun Jul 12, 2020 1:38 pm No other mods. Technology antiviral drugs shows me 1-2 output with 1 cage, so I thought it would be 150% Output. But I´m far away from this^^ If it is intended to produce additional cages then everything is fine.
Will check

Btw raising animals directly loses cages BUT raising the Cubs does not and it is sorta cheaper but much more complex setup

But even if you do that you will still lose cages here and there , like in the recipes that need caged animals as food , xenons kmaut and other
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Re: pY Alien Life - Discussion

Post by ShadowGlass »

FYI, I've reported a base game bug (or inconvenience) with the new Py rocket silo, and it was fixed for the next Factorio release.

viewtopic.php?f=30&t=86780
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Re: pY Alien Life - Discussion

Post by kingarthur »

ShadowGlass wrote: Mon Jul 13, 2020 10:17 am FYI, I've reported a base game bug (or inconvenience) with the new Py rocket silo, and it was fixed for the next Factorio release.

viewtopic.php?f=30&t=86780
Alright. Cool.
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