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Re: pY HighTech Discussion

Posted: Mon Jul 30, 2018 3:29 pm
by Malkara
Just as an opposite view of the game, I'm currently running Angelbobs + Pyanodon and really really like the added complexity and cost-heavy application of the game. I've never had to make a base quite this elaborate and it's great.

Re: pY HighTech Discussion

Posted: Mon Jul 30, 2018 4:17 pm
by Airat9000
Hi developer of moda! very cool mod with a mix of angels and bob mod and other .. just not real hardcore!
By the way, I have a request to make a converter from a permissible value of 268 degrees to 165. Such a filter is set to a certain degree.
but it can be difficult :) to install such settings. that would optimize everything.

привет разработчик модаа! очень классный мод с сочетанием ангелс и боб модом и другими.. просто не реальный хардкор!
кстати у меня просьба реально ли сделать преобразователь из допустим 268 градусов в 165. такой настариваемый под определенный градус.
а то бывает сложно :) ставить установки такие. что бы оптимизировать все.

Re: pY HighTech Discussion

Posted: Mon Jul 30, 2018 5:01 pm
by pyanodon
Airat9000 wrote:Hi developer of moda! very cool mod with a mix of angels and bob mod and other .. just not real hardcore!
By the way, I have a request to make a converter from a permissible value of 268 degrees to 165. Such a filter is set to a certain degree.
but it can be difficult :) to install such settings. that would optimize everything.

привет разработчик модаа! очень классный мод с сочетанием ангелс и боб модом и другими.. просто не реальный хардкор!
кстати у меня просьба реально ли сделать преобразователь из допустим 268 градусов в 165. такой настариваемый под определенный градус.
а то бывает сложно :) ставить установки такие. что бы оптимизировать все.

Hello. This problem isnt caused by my mods

Re: pY HighTech Discussion

Posted: Mon Jul 30, 2018 5:23 pm
by kinnom
pyanodon wrote:
Airat9000 wrote:Hi developer of moda! very cool mod with a mix of angels and bob mod and other .. just not real hardcore!
By the way, I have a request to make a converter from a permissible value of 268 degrees to 165. Such a filter is set to a certain degree.
but it can be difficult :) to install such settings. that would optimize everything.

привет разработчик модаа! очень классный мод с сочетанием ангелс и боб модом и другими.. просто не реальный хардкор!
кстати у меня просьба реально ли сделать преобразователь из допустим 268 градусов в 165. такой настариваемый под определенный градус.
а то бывает сложно :) ставить установки такие. что бы оптимизировать все.

Hello. This problem isnt caused by my mods
The problem is that the recipe requires steam with an exact temperature instead of a minimum temperature.

Re: pY HighTech Discussion

Posted: Mon Jul 30, 2018 7:03 pm
by Airat9000
pyanodon wrote:
Airat9000 wrote:Hi developer of moda! very cool mod with a mix of angels and bob mod and other .. just not real hardcore!
By the way, I have a request to make a converter from a permissible value of 268 degrees to 165. Such a filter is set to a certain degree.
but it can be difficult :) to install such settings. that would optimize everything.

привет разработчик модаа! очень классный мод с сочетанием ангелс и боб модом и другими.. просто не реальный хардкор!
кстати у меня просьба реально ли сделать преобразователь из допустим 268 градусов в 165. такой настариваемый под определенный градус.
а то бывает сложно :) ставить установки такие. что бы оптимизировать все.

Hello. This problem isnt caused by my mods
no, you did not understand. I asked to make a device that would convert the temperature into the desired one for each device.

нет вы не поняли я попросил сделать такое устройство что бы конвертировало температуру в нужную под каждое уйстройство.

Re: pY HighTech Discussion

Posted: Mon Jul 30, 2018 7:29 pm
by pyanodon
Ahh. Well i can add recipes for that.

Re: pY HighTech Discussion

Posted: Tue Jul 31, 2018 1:02 pm
by cpy
Malkara wrote:Just as an opposite view of the game, I'm currently running Angelbobs + Pyanodon and really really like the added complexity and cost-heavy application of the game. I've never had to make a base quite this elaborate and it's great.
You know that angel and bob make pymods way way easier right? Pure pymods are most complex ones. Funny thing is that adding bob makes factorio more complex and adding angel makes way more complex bob+angel.

But there is this thing with pymods, it's so complex that adding angel+bob makes it way easier. Nobody here seems to be playing pure pymods except author himself.

Re: pY HighTech Discussion

Posted: Tue Jul 31, 2018 3:33 pm
by immortal_sniper1
cpy wrote:
Malkara wrote:Just as an opposite view of the game, I'm currently running Angelbobs + Pyanodon and really really like the added complexity and cost-heavy application of the game. I've never had to make a base quite this elaborate and it's great.
You know that angel and bob make pymods way way easier right? Pure pymods are most complex ones. Funny thing is that adding bob makes factorio more complex and adding angel makes way more complex bob+angel.

But there is this thing with pymods, it's so complex that adding angel+bob makes it way easier. Nobody here seems to be playing pure pymods except author himself.
i play pure py with no bobs and angels but i addeaal QOL mods and some of my own and a few othere convenience ones

Re: pY HighTech Discussion

Posted: Tue Jul 31, 2018 3:37 pm
by cpy
immortal_sniper1 wrote:
i play pure py with no bobs and angels but i addeaal QOL mods and some of my own and a few othere convenience ones
Which ones?

Re: pY HighTech Discussion

Posted: Tue Jul 31, 2018 5:12 pm
by immortal_sniper1
cpy wrote:
immortal_sniper1 wrote:
i play pure py with no bobs and angels but i addeaal QOL mods and some of my own and a few othere convenience ones
Which ones?

{
"mods": [
{
"name": "base",
"enabled": true
},
{
"name": "Advanced-Solar",
"enabled": true
},
{
"name": "Advanced_Radar",
"enabled": true
},
{
"name": "AfraidOfTheDark",
"enabled": true
},
{
"name": "angelspetrochem",
"enabled": true
},
{
"name": "attach-notes",
"enabled": true
},
{
"name": "AutoDeconstruct",
"enabled": true
},
{
"name": "AutomaticTrainBuilder",
"enabled": true
},
{
"name": "AutomaticTrainBuilder_FixForModdedTrains",
"enabled": true
},
{
"name": "AutomaticTrainDeconstructionUpdated",
"enabled": true
},
{
"name": "better_icon",
"enabled": true
},
{
"name": "BigStorageTank",
"enabled": true
},
{
"name": "Blueprint_Flip_Turn",
"enabled": true
},
{
"name": "bobvehicleequipment",
"enabled": true
},
{
"name": "BulletWillTrain",
"enabled": true
},
{
"name": "DeadlockLoaders",
"enabled": true
},
{
"name": "EarlyAccumulator",
"enabled": true
},
{
"name": "easy-button",
"enabled": true
},
{
"name": "electricboiler",
"enabled": true
},
{
"name": "ElectricVehicles3",
"enabled": true
},
{
"name": "fast_trans",
"enabled": true
},
{
"name": "FNEI",
"enabled": true
},
{
"name": "giga_power",
"enabled": true
},
{
"name": "HeavyTank",
"enabled": true
},
{
"name": "helmod",
"enabled": true
},
{
"name": "Induction Charging",
"enabled": true
},
{
"name": "InductionChargingMk",
"enabled": false
},
{
"name": "InkQuill",
"enabled": true
},
{
"name": "LJD_Vehicles_A16",
"enabled": true
},
{
"name": "LogisticTrainNetwork",
"enabled": true
},
{
"name": "LTN-easier",
"enabled": true
},
{
"name": "Map Ping",
"enabled": true
},
{
"name": "miniloader",
"enabled": true
},
{
"name": "Modular-Armor",
"enabled": true
},
{
"name": "Nanobots",
"enabled": true
},
{
"name": "NapalmArtillery",
"enabled": true
},
{
"name": "Nuclear_Artillery_Shell",
"enabled": true
},
{
"name": "plc",
"enabled": true
},
{
"name": "pushbutton",
"enabled": true
},
{
"name": "pycoalprocessing",
"enabled": true
},
{
"name": "PyFNEIPatch",
"enabled": true
},
{
"name": "pyfusionenergy",
"enabled": true
},
{
"name": "pyhightech",
"enabled": true
},
{
"name": "pyindustry",
"enabled": true
},
{
"name": "qol_research",
"enabled": true
},
{
"name": "railloader",
"enabled": true
},
{
"name": "rso-mod",
"enabled": true
},
{
"name": "SC_camera",
"enabled": true
},
{
"name": "SmallInlineStorageTank",
"enabled": true
},
{
"name": "Squeak Through",
"enabled": true
},
{
"name": "Texugo_TA-miners",
"enabled": true
},
{
"name": "Texugo_windgenerator",
"enabled": true
},
{
"name": "Tiny_Start",
"enabled": true
},
{
"name": "Todo-List",
"enabled": true
},
{
"name": "train-scaling",
"enabled": true
},
{
"name": "train_tech",
"enabled": true
},
{
"name": "upgrade-planner",
"enabled": true
},
{
"name": "Vehicle Wagon",
"enabled": true
},
{
"name": "Waterfill_v15",
"enabled": true
}
]
}

Re: pY HighTech Discussion

Posted: Wed Aug 01, 2018 3:18 pm
by cpy
Anyone knows that if those charts for production require bob mods or not? I've seen some bobs icons and material i know are from bob, or have they been ported to be in pymods pure pack?

Re: pY HighTech Discussion

Posted: Wed Aug 01, 2018 3:24 pm
by pyanodon
cpy wrote:Anyone knows that if those charts for production require bob mods or not? I've seen some bobs icons and material i know are from bob, or have they been ported to be in pymods pure pack?
The mod works with or without bobs

Re: pY HighTech Discussion

Posted: Thu Aug 02, 2018 5:46 am
by cpy
pyanodon wrote:
The mod works with or without bobs
So those charts are for pymods without bobs mods?

Re: pY HighTech Discussion

Posted: Thu Aug 09, 2018 10:53 am
by immortal_sniper1
Image

https://imgur.com/a/keW2HBz

what would the best path be??

Re: pY HighTech Discussion

Posted: Thu Aug 09, 2018 9:12 pm
by donoya
immortal_sniper1 wrote:Image

https://imgur.com/a/keW2HBz

what would the best path be??
I've noticed with every chain in Pyanodon's mods that if there are multiple paths, the 'best' path will depend on your excess productions, power needs, building space, technologies, etc. And even then, it can be a bit tricky.

Re: pY HighTech Discussion

Posted: Sat Aug 11, 2018 2:28 am
by MakeB
What drill apparatus we're suppose to use on Molybdenite (or however that is been written)?

And i agree, 2nd gen circuit board is just not doable... Bob's Angles is easy peasy compared to this horror...anyway, mod looks nice and feels very realistic.

Re: pY HighTech Discussion

Posted: Sun Aug 12, 2018 6:16 am
by mxpal
auog1.png
auog1.png (537.28 KiB) Viewed 5754 times
auog2.png
auog2.png (333.05 KiB) Viewed 5754 times
kicalk.png
kicalk.png (617.93 KiB) Viewed 5754 times
Not sure has someone raised this before, some of the agricultural alternative recipes arent better than the simple ones. Since niobium requires ammonia now, i need to build a huge auog paddock plant, with 21 of them if i use the recipe with kicalk, and 42 without. But 16 kicalk plantations are so expensive to build, and it requires additional resources to run when compared to only water in the simple recipe. I usually end up just using the simpler recipe. The added complexity of the recipe with kicalk isnt worth it at all. Same goes for the fawogae recipe with fertilizer; the resources and time needed to build the fertilizer plant is way higher than mass building plantations.

Re: pY HighTech Discussion

Posted: Sun Aug 12, 2018 9:24 am
by immortal_sniper1
mxpal wrote:
auog1.png
auog2.png
kicalk.png
Not sure has someone raised this before, some of the agricultural alternative recipes arent better than the simple ones. Since niobium requires ammonia now, i need to build a huge auog paddock plant, with 21 of them if i use the recipe with kicalk, and 42 without. But 16 kicalk plantations are so expensive to build, and it requires additional resources to run when compared to only water in the simple recipe. I usually end up just using the simpler recipe. The added complexity of the recipe with kicalk isnt worth it at all. Same goes for the fawogae recipe with fertilizer; the resources and time needed to build the fertilizer plant is way higher than mass building plantations.
i noticed too that fertilizer isnt worht it
but methane with co2 is worth it
same for wood with co2 and tailings
regarding fiber i use the lamp recipe with sand

Re: pY HighTech Discussion

Posted: Sun Aug 12, 2018 10:58 am
by pyanodon
Each game is different and people can use the recipes that fit more in their setup.

Re: pY HighTech Discussion

Posted: Mon Aug 13, 2018 8:21 am
by Catbert
I like the mod, especially the cool looking buildings and overall feeling.

But i can't get over the circuit board 1 substrate handcrafting thing. I think it is ok to provide a simple means to craft by hand but why is the industrial process slower and has less yield?
The current recipe encourages handcrafting which is totally un-factorio-wise. How about making the industrial process faster or at least throw out more boards for each craft (like 5 boards)?
The guy you are playing must be some kind of board substrate handcrafting genius that he can beat an industrial process in such a way...