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Re: pY Alien Life - Discussion

Posted: Tue Aug 04, 2020 10:40 am
by kingarthur
Nope. It just marks the background red like for any recipe that can't take productivity. Which is fine in vanilla not so much pyal. I might take a crack at it and make a pull request for it.

Re: pY Alien Life - Discussion

Posted: Wed Aug 12, 2020 4:07 pm
by kots01
Image
Скриншот 12-08-2020 18.48.31.png
Скриншот 12-08-2020 18.48.31.png (75.38 KiB) Viewed 6845 times
Is there a typo here? The second level of the recipe is twice as cheap as the fourth in terms of resources.

Re: pY Alien Life - Discussion

Posted: Thu Aug 13, 2020 2:03 pm
by immortal_sniper1
kots01 wrote:
Wed Aug 12, 2020 4:07 pm
ImageСкриншот 12-08-2020 18.48.31.pngIs there a typo here? The second level of the recipe is twice as cheap as the fourth in terms of resources.
we know and it will be fixed

Re: pY Alien Life - Discussion

Posted: Sat Sep 05, 2020 4:06 pm
by Memoria
Heya, I just started a game with all pymods (+ a few qol mods), I'm loving it so far! But I noticed (now I don't know if that's intentional or not) that you can boost labs with all of the PYAL modules (for example I can get a speed 11 lab with two rubber trees). In all Py-Buildings it says "This goes into <insert building name> so I assume that should be the case for labs as well? Anyway thanks for the awesome mods!

Re: pY Alien Life - Discussion

Posted: Mon Sep 07, 2020 7:47 am
by error0664
Memoria wrote:
Sat Sep 05, 2020 4:06 pm
Heya, I just started a game with all pymods (+ a few qol mods), I'm loving it so far! But I noticed (now I don't know if that's intentional or not) that you can boost labs with all of the PYAL modules (for example I can get a speed 11 lab with two rubber trees). In all Py-Buildings it says "This goes into <insert building name> so I assume that should be the case for labs as well? Anyway thanks for the awesome mods!
this is a known issue but currently not possible to fix due how modules are implemented in base game
i would recommend to just ignore this glitch (you would not really benefit from it)

Re: pY Alien Life - Discussion

Posted: Mon Sep 07, 2020 8:04 am
by kingarthur
error0664 wrote:
Mon Sep 07, 2020 7:47 am
this is a known issue but currently not possible to fix due how modules are implemented in base game
thats not entirely true. its not impossible to fix but wasn't worth the effort to fix previously for what amounts to no real gain. theres nothing you really get from having faster labs but due to some additions coming in the next patch i am going to have to fix that "bug" now.

Re: pY Alien Life - Discussion

Posted: Mon Sep 07, 2020 8:15 am
by Altaric
Hello!
We've been playing the full suite on a MP map for some 750h now, it's very good :)
I'm curious though, is it intentional that only a few of the mk plants/animals can be reliably made ? For about 20% of them we need to make a few mk 2 samples with the 0.5% recipe then breed them to make a farm. But for the other 70%, it seems they are sterile and can only be made with the 0.5% recipe which would be insanely long to fill the farms.
For some I think it's sea weed or sponge, there is a recipe for the seed mk2 but not the grown plant; and no MK3+. It feels like it's been left on the to-do list, except there have not been an update in months, which makes me think the mod is finished.

Also, the breeding recipes seem weird. There are "better"recipes to research, they cost more and more but only makes the result slightly faster. Like the basic recipe would be 120s with just water and maybe seeds, and the top recipe would be 80sec with a shitton of ingredients making it over all much slower when counting the time to make these...

I had a similar feedback on the "pulp" recipes for smelting which require various catalysts in non negligible amounts. Maybe they're intended in a fully self sustaining base where the biomass ores for these metals would be extremely expensive ? (Didn't check these since we have plenty laying on the ground)

Re: pY Alien Life - Discussion

Posted: Mon Sep 07, 2020 8:24 am
by kingarthur
Altaric wrote:
Mon Sep 07, 2020 8:15 am
I'm curious though, is it intentional that only a few of the mk plants/animals can be reliably made ? For about 20% of them we need to make a few mk 2 samples with the 0.5% recipe then breed them to make a farm. But for the other 70%, it seems they are sterile and can only be made with the 0.5% recipe which would be insanely long to fill the farms.
For some I think it's sea weed or sponge, there is a recipe for the seed mk2 but not the grown plant; and no MK3+. It feels like it's been left on the to-do list, except there have not been an update in months, which makes me think the mod is finished.
Nope. Not done. The rest are coming. Hasn't been updated as the majority of balance stuff has been done. I am working on them but at this point I have a large number of somewhat interconnected things related to them that all need done before the next update so the modules haven't gotten a release yet.

Re: pY Alien Life - Discussion

Posted: Mon Sep 07, 2020 12:22 pm
by Altaric
Glad to hear it's still being worked on!
It would make sense to have some hybrids that can't reproduce, sale as IRL.
the majority of balance stuff has been done.
I'm curious what's gonna change :)

Re: pY Alien Life - Discussion

Posted: Mon Sep 07, 2020 10:41 pm
by Pridesfall
Altaric wrote:
Mon Sep 07, 2020 12:22 pm
I'm curious what's gonna change :)
*Scared

Re: pY Alien Life - Discussion

Posted: Wed Sep 09, 2020 1:04 pm
by ming.yuan
Is this a good place to report bugs?
If not i will move the post to other places. Please identify.
Server crash when setting route to caravan auog.
Crash report:
48084.709 Error MainLoop.cpp:1207: Exception at tick 13775728: The mod Pyanodons AlienLife (1.9.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalienlife::on_ai_command_completed (ID 115)
(nil): not enough arguments - expected 2 values.
stack traceback:
__pyalienlife__/control.lua:1047: in function <__pyalienlife__/control.lua:988>
stack traceback:
[C]: in function 'set_command'
__pyalienlife__/control.lua:1047: in function <__pyalienlife__/control.lua:988>
48084.709 Error ServerMultiplayerManager.cpp:90: MultiplayerManager failed: "The mod Pyanodons AlienLife (1.9.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalienlife::on_ai_command_completed (ID 115)
(nil): not enough arguments - expected 2 values.
stack traceback:
__pyalienlife__/control.lua:1047: in function <__pyalienlife__/control.lua:988>
stack traceback:
[C]: in function 'set_command'
__pyalienlife__/control.lua:1047: in function <__pyalienlife__/control.lua:988>"

I encountered this error when playing on a headless server. I try to use sandbox mode and map editor to reproduce the error. I can use the caravan well in the map editor mode. However it keeps running errors when setting route on the headless server. Not quite sure about whether it is connected to server setting

Re: pY Alien Life - Discussion

Posted: Sat Sep 12, 2020 7:57 am
by ming.yuan
Curious about any known issues for caravan auog?
I set two of the caravans from different starting point to the same destination and one always get stuck when it reaches the destination. It seems that it cannot unload the item, and the item icon in the logistic station keeps flashing with changing counts.
Also any super good application of caravan?
It seems they cannot be filtered and may cause back trips of items. For example if the starting station is empty and the destination is full, then it may pick up things from the destination and haul it back to the starting point.

Re: pY Alien Life - Discussion

Posted: Wed Sep 16, 2020 11:08 am
by mrvn
ming.yuan wrote:
Sat Sep 12, 2020 7:57 am
Curious about any known issues for caravan auog?
I set two of the caravans from different starting point to the same destination and one always get stuck when it reaches the destination. It seems that it cannot unload the item, and the item icon in the logistic station keeps flashing with changing counts.
Also any super good application of caravan?
It seems they cannot be filtered and may cause back trips of items. For example if the starting station is empty and the destination is full, then it may pick up things from the destination and haul it back to the starting point.
Caravans are broken, look back through the thread. You are lucky the game didn't just crash.

Re: pY Alien Life - Discussion

Posted: Mon Sep 21, 2020 10:30 pm
by Likos
kingarthur, your commit
https://github.com/pyanodon/pyalienlife ... diff=split
So... Where to place antelope-enclosure-mk01 them now?

Re: pY Alien Life - Discussion

Posted: Mon Sep 21, 2020 10:43 pm
by kingarthur
Likos wrote:
Mon Sep 21, 2020 10:30 pm
kingarthur, your commit
https://github.com/pyanodon/pyalienlife ... diff=split
So... Where to place antelope-enclosure-mk01 them now?
it should be placeable on the ground as that should only be in the in dev stuff

Re: pY Alien Life - Discussion

Posted: Tue Sep 22, 2020 9:17 am
by Likos
kingarthur wrote:
Mon Sep 21, 2020 10:43 pm
Likos wrote:
Mon Sep 21, 2020 10:30 pm
kingarthur, your commit
https://github.com/pyanodon/pyalienlife ... diff=split
So... Where to place antelope-enclosure-mk01 them now?
it should be placeable on the ground as that should only be in the in dev stuff
in last version mod this farms can't placeable on ground ))

Re: pY Alien Life - Discussion

Posted: Tue Sep 22, 2020 4:34 pm
by Likos
This is how it looks now

Re: pY Alien Life - Discussion

Posted: Fri Sep 25, 2020 12:39 pm
by pyanodon
Shall be fixed

Re: pY Alien Life - Discussion

Posted: Sat Oct 10, 2020 2:41 am
by ming.yuan
Any bug fix log for 1.9.3 version?
Can we use caravan now?

Re: pY Alien Life - Discussion

Posted: Sat Oct 10, 2020 2:50 am
by kingarthur
ming.yuan wrote:
Sat Oct 10, 2020 2:41 am
Any bug fix log for 1.9.3 version?
Can we use caravan now?
Pretty sure it should be ok now. Try it and if anything happens let me know.