Page 1 of 12

pY Industry - Discussion

Posted: Wed Nov 22, 2017 11:58 am
by pyanodon
Image

Description:
  • Add several storage tanks, tiles, walls, storages and pipes to the game.
    Will be constantly update to add more stuff compatible with pY mods.
    Fully compatible with BobĀ“s mods and other major mods.
Details:
  • Factorio Version: 0.17.x
  • Version: 1.0.15
  • License: CC BY-NC-ND 4.0
  • Tags: tanks
Download
Mod Portal Link


Big thanks to Nexela for the amazing help Nexela is doing. This mod couldnt be real without his hard work2
Change Log

Re: [MOD 0.15.x] pY Industry

Posted: Wed Nov 22, 2017 3:15 pm
by aklesey1
Thanks pyanodon nice work! it'll core for all mods system? Right? Or it will be one of the several important mods?

Re: [MOD 0.15.x] pY Industry

Posted: Wed Nov 22, 2017 6:29 pm
by Nexela
This mod is %100 standalone. The other PyMods are not needed to use it. You can even use the other Py Mods without this mod (but you will miss out on some really useful stuff!!!)

Re: [MOD 0.15.x] pY Industry

Posted: Thu Nov 23, 2017 7:53 am
by pyanodon
MOD updated. That should be working fine now. :)

Re: [MOD 0.15.x] pY Industry

Posted: Sat Nov 25, 2017 10:17 am
by pyanodon
Poll Running in the PYFE thread! Please vote to help decide the next path :D

Re: [MOD 0.15.x] pY Industry

Posted: Mon Nov 27, 2017 1:56 pm
by aklesey1
Thanks for new shed's and storehouses
How to program the chest to install the filter for item's like in wagons? Ohhh it could be really awesome to have ideal order in my warehouses for megabases :mrgreen:

Re: [MOD 0.15.x] pY Industry

Posted: Tue Nov 28, 2017 4:08 am
by foodfactorio
cool, 2 new mods from py :)

i currently have my main game i started fresh with PyCoal (the one i was posting status updates in the pycoal thread) :) which is still in progress....
do you know if i can install PYFE and this new PYind mods and still be able to continue my existing game? (i have expanded quite a bit since then lol) :)

Re: [MOD 0.15.x] pY Industry

Posted: Tue Nov 28, 2017 7:55 am
by pyanodon
foodfactorio wrote:cool, 2 new mods from py :)

i currently have my main game i started fresh with PyCoal (the one i was posting status updates in the pycoal thread) :) which is still in progress....
do you know if i can install PYFE and this new PYind mods and still be able to continue my existing game? (i have expanded quite a bit since then lol) :)
I always recommend start a fresh game. But i think you can add pYfusion if you didnt reach the production science level yet. Maybe it will have problem with the resource generation.

Re: [MOD 0.15.x] pY Industry

Posted: Mon Dec 04, 2017 3:17 am
by foodfactorio
thanks for the info, sorry for the delay.
ill do some backups and then try it out, and can always start a fresh game (learning from the previous one too) :)

Re: [MOD 0.15.x] pY Industry

Posted: Mon Dec 04, 2017 9:21 am
by HammerPiano
I love your gfx, they are so awesome!
I have a suggestion:
Both this mod and dectorio are adding walls, floors and more, so I am suggesting that you add a mods setting for each category (walls, floors...) that I can disable. Cause there are duplicates.

Re: [MOD 0.15.x] pY Industry

Posted: Thu Dec 07, 2017 8:57 am
by kingarthur
i think i might have found a bug or at least what i hope is a bug. the 7000L tank only connects on the right and bottom. it wont rotate to the left or top

Re: [MOD 0.15.x] pY Industry

Posted: Thu Dec 07, 2017 9:03 am
by pyanodon
kingarthur wrote:i think i might have found a bug or at least what i hope is a bug. the 7000L tank only connects on the right and bottom. it wont rotate to the left or top
Hahaa not a bug. Game limitation. Storage tanks can only rotate twice. :(

Re: [MOD 0.15.x] pY Industry

Posted: Thu Dec 07, 2017 9:16 am
by kingarthur
damn. i figured the graphic wasn't going to rotate just didn't expect the pipes to not connect. oh well. minor issue just used the bigger tank and moved on anyway. got so much stuff to build and i haven't even gotten science 1 automated yet.

also is the warehouse and storehouse meant to be the same as the warehouse and storehouse from the warehousing mod? cause right now ive got both and its got duplicated tech and crafting recipes and the exact same storage and floor space just one is using your graphic. just wondering because if so i can disable the other as its unnecessary

Re: [MOD 0.15.x] pY Industry

Posted: Thu Dec 07, 2017 11:20 am
by pyanodon
kingarthur wrote:damn. i figured the graphic wasn't going to rotate just didn't expect the pipes to not connect. oh well. minor issue just used the bigger tank and moved on anyway. got so much stuff to build and i haven't even gotten science 1 automated yet.

also is the warehouse and storehouse meant to be the same as the warehouse and storehouse from the warehousing mod? cause right now ive got both and its got duplicated tech and crafting recipes and the exact same storage and floor space just one is using your graphic. just wondering because if so i can disable the other as its unnecessary
Yes, you can disable. :)

Re: [MOD 0.15.x] pY Industry

Posted: Fri Dec 22, 2017 5:45 pm
by chrisdec
just asking is this mod coming to 0.16?
ive seen that you updated the other mods to 0.16 thanks for this :D

Re: [MOD 0.15.x] pY Industry

Posted: Sat Dec 23, 2017 1:13 am
by Nexela
Hopefully tonight. We had a few last minute bugs creep up!

Re: [MOD 0.15.x] pY Industry

Posted: Sat Dec 23, 2017 6:25 pm
by pyanodon
pyIndustry updated for 0.16! with some cool new features. Now with fluid and gas voids to you dispose any unwanted fluid or gas. Also we bring some valves to help control it all :D another amazing addition from Nexela

- The Burner isnt working yet, so we KNOW that...no need to remember us :D
- The overflow and underflow valves will get an arrow since they are directional. if not "working" just rotate it. Will come in the next update with a functional burner.

Re: [MOD 0.16.x] pY Industry

Posted: Sun Dec 24, 2017 9:56 am
by Ashprinny
Found a texture bug; When placing a tailings pond and removing it the texture is persistent (ie the entity itself is removed but the bitmap remains on the map) Image

Re: [MOD 0.16.x] pY Industry

Posted: Sun Dec 24, 2017 4:53 pm
by Nexela
Ashprinny wrote:Found a texture bug; When placing a tailings pond and removing it the texture is persistent (ie the entity itself is removed but the bitmap remains on the map) Image
Upgrade to the latest version of PyCoalProcessing

Re: [MOD 0.16.x] pY Industry

Posted: Thu Dec 28, 2017 6:41 pm
by orzelek
Can you take a look at balancing of tanks?
Currently they seem to be less effective then vanilla both space wise and cost wise.
Making them slow to mine would be also useful - similar to vanilla ones. It's pretty easy to vanish a lot of fluid by accident now (on 80k tank at least).