pY Coal Processing - Discussion

pyanodon's mods are here

Moderator: pyanodon

kingarthur
Smart Inserter
Smart Inserter
Posts: 1089
Joined: Sun Jun 15, 2014 11:39 am
Contact:

Re: pY Coal Processing - Discussion

Post by kingarthur » Sun Oct 06, 2019 3:44 pm

Mithaldu wrote:
Sun Oct 06, 2019 3:14 pm
Tailing Pool description says "cause pollution by venting gases".

As far as i can tell they don't seem to do that yet.
They're supposed to as the code is there so it should be working. It was one of the oldest parts of it.

I'll check on it later

User avatar
Mithaldu
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Sun Mar 13, 2016 5:39 pm
Contact:

Re: pY Coal Processing - Discussion

Post by Mithaldu » Sun Oct 06, 2019 4:47 pm

To be clear: The venting happens, but they don't show up in the pollution production statistics, don't have a pollution stat. Bit hard to tell from the map if they do anything.

mathiaszealot
Burner Inserter
Burner Inserter
Posts: 11
Joined: Sun Jun 02, 2019 9:20 am
Contact:

Re: pY Coal Processing - Discussion

Post by mathiaszealot » Sun Oct 06, 2019 6:38 pm

I'll admit it's been several updates since I last ran into this, but I used a Tailings pond to vent excess steam from power houses for a while before I got cooling towers and BOY was that a mistake for the pollution it generated. Have you tried turning on the Show Pollution Values and seeing if the pollution in the chunks with the venting tailings ponds show a pollution peak?

ShadowGlass
Inserter
Inserter
Posts: 32
Joined: Sat Aug 27, 2016 1:50 pm
Contact:

Re: pY Coal Processing - Discussion

Post by ShadowGlass » Mon Oct 07, 2019 2:06 pm

The pollution happens by script, so it doesn't show up in pollution statistics. Kingarthur, you could add it to the statistics from the script, if you want to:

Code: Select all

game.pollution_statistics.on_flow("tailings-pond", count)

Hizi
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sun Jun 05, 2016 3:48 pm
Contact:

Re: pY Coal Processing - Discussion

Post by Hizi » Mon Oct 21, 2019 2:12 pm

Code: Select all

Script @pycoalprocessing/scripts/tailings-pond.lua:179: {}
Hello, i spot just after login on server that above its posted in console all the time.

Altaric
Inserter
Inserter
Posts: 21
Joined: Thu Mar 16, 2017 12:04 pm
Contact:

Re: pY Coal Processing - Discussion

Post by Altaric » Fri Nov 01, 2019 10:44 am

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 adding invisible beacons to boost their speed/productivity, but the botanical farm doesn't desync.

I can provide a save to showcase the issue.

Mod list :

Code: Select all

 Bottleneck_0.10.4.zip
 deadlock-beltboxes-loaders_2.2.2.zip
 DeadlockResearchNotifications_1.0.0.zip
 DeadlocksStackingForPyanadon_0.1.14.zip
 even-distribution_0.3.13.zip
 ExportData_0.0.4.zip
 factoryplanner_0.17.54.zip
 FARL_3.1.15.zip
 LogisticTrainNetwork_1.11.2.zip
 LogisticTrainNetwork_1.11.3.zip
 LTN_Combinator_0.5.3.zip
 mod-list.json
 mod-settings.dat
 multi-product-recipe-details_0.17.3.zip
 Nanobots_3.1.0.zip
 OpteraLib_0.1.8.zip
 pycoalprocessing_1.4.8.zip
 pycoalprocessing_1.4.9.zip
 pyfusionenergy_1.5.0.zip
 pyfusionenergy_1.5.2.zip
 pyhightech_1.3.8.zip
 pyhightech_1.3.9.zip
 pyindustry_1.3.6.zip
 pyindustry_1.3.7.zip
 pypetroleumhandling_1.4.5.zip
 pypetroleumhandling_1.5.1.zip
 pyrawores_1.8.1.zip
 pyrawores_1.8.2.zip
 pyveganism_0.0.11.zip
 pyveganism_0.0.9.zip
 pyVegFix_0.17.1.zip
 Squeak Through_1.4.0.zip
 stdlib_1.3.0.zip
 underground-pipe-pack_0.17.5.zip
 VehicleSnap_1.17.3.zip
 what-is-it-really-used-for_1.4.4.zip

User avatar
tiriscef
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Thu Mar 28, 2019 8:45 pm
Contact:

Re: pY Coal Processing - Discussion

Post by tiriscef » Fri Nov 01, 2019 11:14 pm

Altaric wrote:
Fri Nov 01, 2019 10:44 am
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 adding invisible beacons to boost their speed/productivity, but the botanical farm doesn't desync.

I can provide a save to showcase the issue.
Afaik none of the pymods do anything with the fawogae farms in control stage. So it's probably my mod that misbehaves.
Does this problem still occur after the 0.0.13 update?

mig5323
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sun Dec 01, 2019 4:02 am
Contact:

Re: pY Coal Processing - Discussion

Post by mig5323 » Sun Dec 01, 2019 4:03 am

The Ralesia Plantation Mark 02 shows as using 300 of the Mark 01 as an ingredient. I believe that this is probably more expensive than intended. Most other tier buildings use one of the previous tier as an ingredient.

User avatar
otakushowboat
Inserter
Inserter
Posts: 41
Joined: Mon Mar 25, 2019 10:33 pm
Contact:

Re: pY Coal Processing - Discussion

Post by otakushowboat » Sun Dec 01, 2019 2:36 pm

mig5323 wrote:
Sun Dec 01, 2019 4:03 am
The Ralesia Plantation Mark 02 shows as using 300 of the Mark 01 as an ingredient. I believe that this is probably more expensive than intended. Most other tier buildings use one of the previous tier as an ingredient.
That building is not currently available to craft. While some Mk2-4 biotic-based buildings exist in the code, the recipes to make them do not unlock at any tech level. They will be made available to build with Py Alien Life, which is still in development so the recipes for the buildings are subject to change.

Post Reply

Return to “PyMods”

Who is online

Users browsing this forum: No registered users