Re: pY HighTech Discussion
Posted: Sat Jan 05, 2019 5:57 pm
That's no problem for me - i like hardcore, don't see any problems to add plastic as it was in bob's recipe
That's no problem for me - i like hardcore, don't see any problems to add plastic as it was in bob's recipe
Code: Select all
RECIPE {
type = 'recipe',
name = 'waste-water-urea',
category = 'evaporator',
enabled = false,
energy_required = 3,
ingredients = {
{type = 'fluid', name = 'waste-water', amount = 200}
},
results = {
{type = 'item', name = 'urea', amount = 10}
}
}:add_unlock('basic-electronics')
you can use production module in usine & speed module in difusor for balance the slow of prod mod, but actuly not posyble on py because any electronic usine is valid for prod moduleimmortal_sniper1 wrote: ↑Wed Nov 28, 2018 8:15 amkeep in ming that productivity ones slow down the circuit maker a lotShinoHarvest wrote: ↑Wed Nov 28, 2018 2:29 amis desired or misstake any usine for electronic board or electronic compound can use production module ? with bob board and compound type (resistor, transistor ...) can use it
is possible add mod setting for add this on ship shooter &/or bpc factory &/or electronic factory ?
circuit makers work with production modules as do all vanilla recipesShinoHarvest wrote: ↑Thu Feb 14, 2019 1:34 amyou can use production module in usine & speed module in difusor for balance the slow of prod mod, but actuly not posyble on py because any electronic usine is valid for prod moduleimmortal_sniper1 wrote: ↑Wed Nov 28, 2018 8:15 amkeep in ming that productivity ones slow down the circuit maker a lotShinoHarvest wrote: ↑Wed Nov 28, 2018 2:29 amis desired or misstake any usine for electronic board or electronic compound can use production module ? with bob board and compound type (resistor, transistor ...) can use it
is possible add mod setting for add this on ship shooter &/or bpc factory &/or electronic factory ?
i totally agreeRaphaello wrote: ↑Sun Mar 24, 2019 9:22 pmHi pyanodon,
I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it).
Getting two items moved per inserter swing is pretty big boost, especially in chains where large numbers are consumed. It would be very useful to have way earlier.
Could you consider moving two first inserter capacity techs earlier in tech tree in HT?
Hi again,immortal_sniper1 wrote: ↑Sun Mar 24, 2019 10:38 pmi totally agreeRaphaello wrote: ↑Sun Mar 24, 2019 9:22 pmHi pyanodon,
I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it).
Getting two items moved per inserter swing is pretty big boost, especially in chains where large numbers are consumed. It would be very useful to have way earlier.
Could you consider moving two first inserter capacity techs earlier in tech tree in HT?
Code: Select all
TECHNOLOGY('stack-inserter'):remove_prereq('advanced-electronics'):add_prereq('basic-electronics')
RECIPE('stack-inserter'):replace_ingredient('advanced-circuit', 'nylon')
i checked pY-Mods for the first time (pY only, without Bob/Angel), tried to automate t1 circuits, but couldnt figure out how to get fiberboards with red science as well. Every reactant is possible with red science except raw fiber. Kicalk plantation needs 5000l tanks as well as classifier which needs 5x assembly machine 2, both green science buildings (automation 2 for t2 assembly machine/liquid handling & storage tanks for 5000l tank). The flow chart says organic matter + steam -(pulp mill)-> paper but cant find anything related. I found organic matter as a byproduct from sand but can only make CO2 from it? I'm confused how to make fiberboards. i could be blind.MonsterTalker wrote: ↑Sat Mar 30, 2019 12:48 amSo I've been trying to do a pyanodon's mods only 0.17 playthrough, and hit a snag on the t1 circuits...
The circuits definitely require fiberboard, and the only way to get fiberboard is from raw fibers. The only way to get raw fibers is from a kicalk plantation, but for some weird reason kicalk plantations require 5000L tanks? But Kicalk plantations are unlocked from Coal Processing 1, while 5000L tanks require the Storage Tanks tech. Which is a tier 2 tech that takes green science.
So it seems like you have to finish green science before you can automate t1 circuits? This just seems really bizarre, since literally every other building in the t1 circuits chain that I can find can be built with only red science techs. I turned off every mod that's not pyanodon's and it still happens. I also looked through this thread, and it seems like others are seeing different recipes, at least with bobs mods on, and those recipes seem to be all t1 stuff.
Is this a bug? Is the recipe just messed up?
Yeah, just to be clear, that's what I did to get around this. Built a quick green science chain and built enough science to get the storage tanks tech.