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Re: Pymods compatibility Mod

Posted: Tue Apr 02, 2019 11:37 pm
by kingarthur
Alluvial wrote:
Tue Apr 02, 2019 11:00 pm
deadlock: circuit 1; distillation unit; chipshooter factory
Well you should be able to handcraft till you can automate them. If not send a copy of your save so I can look into it

Re: Pymods compatibility Mod

Posted: Fri Apr 19, 2019 2:10 am
by Holy
kingarthur wrote:
Tue Apr 02, 2019 8:11 am
Can you send me your save and I'll see why that's not getting set correctly
It did not turn out to look and correct, it is a pity for save of 100 hours affectedly

Deadlock stacking4Pymods broken?? someone tell DL plz

Posted: Sun Apr 21, 2019 2:40 pm
by swift15431
stackfail.png
stackfail.png (56.77 KiB) Viewed 8174 times

Can someone inform DL is bork'd

Re: Pymods compatibility Mod

Posted: Fri Apr 26, 2019 10:21 pm
by Goou
I have problem with Angel / Bob / Pymods
błąd factorio.png
błąd factorio.png (93.74 KiB) Viewed 8085 times
Plis help

Re: Pymods compatibility Mod

Posted: Sat Apr 27, 2019 12:18 am
by kingarthur
Goou wrote:
Fri Apr 26, 2019 10:21 pm
I have problem with Angel / Bob / Pymods

błąd factorio.png

Plis help
Update pycp and pyro

Re: Pymods compatibility Mod

Posted: Sun Apr 28, 2019 10:16 am
by kingarthur
new patch out.

adds compatibility for aai industries + pymods.
adds a science pack 0 that replaces automation science pack in the early techs and is added to the rest of the tech tree

fixed an deadlock from abpy when pyrawores and bobs logistic is enabled due to crystal mine needing transport belt that is locked behind tech

also add a thumbnail and changed the mod description on the mod portal because why not

Re: Pymods compatibility Mod

Posted: Tue Jul 30, 2019 7:56 pm
by reeverdark
Hi ya, I don't know if you are still working on this however it seems it no longer works. Hope everything is ok your end, and as always keep up the good work. :mrgreen:

Re: Pymods compatibility Mod

Posted: Wed Jul 31, 2019 6:07 am
by kingarthur
reeverdark wrote:
Tue Jul 30, 2019 7:56 pm
Hi ya, I don't know if you are still working on this however it seems it no longer works. Hope everything is ok your end, and as always keep up the good work. :mrgreen:
Yes I am. What's not working?

Re: Pymods compatibility Mod

Posted: Sat Sep 07, 2019 6:00 am
by kingarthur
so pushing out a new update soon see this post for info an a test version before i push it out on friday the 13th. viewtopic.php?f=190&t=51967&p=455276#p455276

Re: Pymods compatibility Mod

Posted: Tue Jan 28, 2020 4:07 pm
by Squelch
PSA

Factorio 0.18.2 breaks just about all of Py Suite. (multiple restarts required to disable various Py mods due to errors)

It's probably worth holding off on updating until these issues are resolved.

Re: Pymods compatibility Mod

Posted: Tue Jan 28, 2020 4:20 pm
by kingarthur
Squelch wrote:
Tue Jan 28, 2020 4:07 pm
PSA

Factorio 0.18.2 breaks just about all of Py Suite. (multiple restarts required to disable various Py mods due to errors)

It's probably worth holding off on updating until these issues are resolved.
yes but this is for compatibility so why post that here?

Re: Pymods compatibility Mod

Posted: Tue Jan 28, 2020 4:25 pm
by Squelch
My mistake, I read the title only and assumed it was a general compatibility thread.

Please ignore.

Re: Pymods compatibility Mod

Posted: Wed Feb 26, 2020 4:57 am
by MakeItGraphic
Pyandon automation, transport, chemical, and utility don't show up as recipes. Disabled momos, and MSP but problem still there running AAI, Angels, Bio, Bobs, Clown, Py, Yuoki
py.png
py.png (116.67 KiB) Viewed 6468 times
EDIT: started organizing my my mod directory and using path parameters.


PY is OK
ABPy is OK
ABCPy is not ok

conclusion this is a problem with clown science


DELETING this file solves the problem so :D leaving this so you know, i see clown in your mod file

Re: Pymods compatibility Mod

Posted: Tue Mar 31, 2020 10:40 pm
by templar_thano
Iv found some strange behavior, a handful of recipes iv found have no input ingredients, iv disabled all of my mods other than the full Pysuite and TbA to narrow it down and make sure it wasn't some other mod interaction causing this.(edit: I should mention I am playing on the .18 version) the list of the recipes iv found affected so far are as follows:
-Full rendering and non enhanced extraction recipes for:
-Fish
-Dhilmoss
-Vonix
-Zipir
-Trit
-Xyhiphoe
-Seed recipes for:
-Ralesia
-Rennea
-Tuuphra
-Grod
-Cridren
-Kicalk
-Cadaveric arum
-Moondrop
-Sea sponge sprout
-Misc recipes:
-Raw fiber from Kicalk

Re: Pymods compatibility Mod

Posted: Wed Apr 01, 2020 2:23 am
by kingarthur
templar_thano wrote:
Tue Mar 31, 2020 10:40 pm
Iv found some strange behavior, a handful of recipes iv found have no input ingredients, iv disabled all of my mods other than the full Pysuite and TbA to narrow it down and make sure it wasn't some other mod interaction causing this.(edit: I should mention I am playing on the .18 version) the list of the recipes iv found affected so far are as follows:
-Full rendering and non enhanced extraction recipes for:
-Fish
-Dhilmoss
-Vonix
-Zipir
-Trit
-Xyhiphoe
-Seed recipes for:
-Ralesia
-Rennea
-Tuuphra
-Grod
-Cridren
-Kicalk
-Cadaveric arum
-Moondrop
-Sea sponge sprout
-Misc recipes:
-Raw fiber from Kicalk
I dont know why it's doing that but it's not yet really setup for pyal so issues like this will happen

Re: Pymods compatibility Mod

Posted: Sun Apr 05, 2020 9:22 pm
by templar_thano
kingarthur wrote:
Wed Apr 01, 2020 2:23 am
templar_thano wrote:
Tue Mar 31, 2020 10:40 pm
Iv found some strange behavior, a handful of recipes iv found have no input ingredients, iv disabled all of my mods other than the full Pysuite and TbA to narrow it down and make sure it wasn't some other mod interaction causing this.
I dont know why it's doing that but it's not yet really setup for pyal so issues like this will happen
Iv found a few more I can put together a list if its helpful

Re: Pymods compatibility Mod

Posted: Mon Apr 06, 2020 2:48 am
by kingarthur
templar_thano wrote:
Sun Apr 05, 2020 9:22 pm
kingarthur wrote:
Wed Apr 01, 2020 2:23 am
templar_thano wrote:
Tue Mar 31, 2020 10:40 pm
Iv found some strange behavior, a handful of recipes iv found have no input ingredients, iv disabled all of my mods other than the full Pysuite and TbA to narrow it down and make sure it wasn't some other mod interaction causing this.
I dont know why it's doing that but it's not yet really setup for pyal so issues like this will happen
Iv found a few more I can put together a list if its helpful
It's ok. I've started over with my code so whatever did that is likely to be not there anymore to need fixing.

Re: Pymods compatibility Mod

Posted: Tue Apr 14, 2020 2:51 pm
by Goou
bug angel / bob / py

Please help

Re: Pymods compatibility Mod

Posted: Tue Apr 28, 2020 7:05 pm
by peyton1010
Trying to start a angel bob py mod playthrough but cant because there are things in the research tree like the gold science pack and some other things that dont have a crafting recipe pls help.

Re: Pymods compatibility Mod

Posted: Tue Jun 02, 2020 7:17 pm
by CH2CH3NH2
I have an inside joke for the mod, how about an endgame build called a cruel ABPy's thesis which is a statue of EVA-01 from Neon Genesis: Evangelion that requires 1,000 of each ultra-late game material from those mods and 10,000 of each of the the Mid-late game materials and 100,000 of every beginning of the late game materials. :geek: