pY Raw Ores Discussion

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IpsumEstPan
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Re: pY Raw Ores Discussion

Post by IpsumEstPan »

kingarthur wrote:
Sun Dec 09, 2018 12:13 pm
nagapito wrote:
Sun Dec 09, 2018 11:24 am
pyanodon wrote:
Sun Dec 09, 2018 9:32 am
nagapito wrote:
Sun Dec 09, 2018 2:32 am
pyanodon wrote:
Sat Dec 08, 2018 11:57 pm
Dont run with Bobs. Running it with angels may cause bugs or incompatibilities. Merry Christmas!
Would be interesting if, isntead of checking for boblibrary mod, you actually checked for his individual mods and applied the changes required for each mod.

This way, we could replace bob plates and bob ores with PyRO and still have almost all Bob Suit with is advanced items while playing with the full Py suit mods

yeah..but we wont do that. waay too much work to keep updated with any change bobs may do and adapt more than 1k recipes with all pymods together. Also, retundancy...bobs have his own chains and have two or more chains for the same ore will only make the whole pyRO concept useless.
So far we have 3 possible scenarios:

1 - Full integration with bob's
2 - Partial integration with some of bob's mods
3 - No integration at all with bob's mods

Option 1, I wasn't expecting it. It would be a nightmare. Too many conflicting stuff to change, would mostly be disabling bob's stuff and only integrating some parts of Bob's, resulting in option 2 with a lot of work

Option 2, what I was suggesting, would be dropping support for full bob's suit, that is ignoring bob's ores, bob's plates and keeping only some light integration with some of his changes, like making sure rocket components respected bob's and Py changes, change recipe A if mod X is present and recipe B if mod Y is present instead of the current try change all recipes if mod Library is present. This way, we could have the best of both worlds. It would be players responsibility to not had bob's ores or bob's plates.... You dont seem to interested in this, I understand and respect which leaves us with...

Option 3, just completely remove your bob's detection system so we, players, can had mods like bob's logistics, bob's power, etc... and other bob's mods at our own risk... This one is pretty easy to do since you just need to comment 4 lines where you check if bob's library is present and load your changes.
Currently, since the mods are not even loading with bob's and you dont plan to fix the support, might as well just remove these integrations and at least allow players to add some of the bob's mods that do work fine. And if someone adds a bob mod that causes recipe conflicts or other issues, you can always keep replying Py does not support Bob's anymore!

ps: Do not forget that all of Bob's mods only have one hard dependency, Bob's library. All his mods are prepared to work without the rest of the suit, just as if they were played in vanilla. Makes them simpler without ores and plates, yes but they still work.
Also, his mods integrations are dependent on the rest of his mods being present but instead on the resources being present. So, if a mod creates the same item with the same name convention, like for example "titanium-pipe" name, is tier 3 chemical plant will still use that mod titanium pipe instead of normal pipe even if the rest of his mods are not present!
its being worked on. its going to take some time to get it done. if people really insist on wanting to play with py+bob asap go to my github and download my pymod forks

https://github.com/kingarthur91/pYCoalprocesing
https://github.com/kingarthur91/pyfusionenergy
https://github.com/kingarthur91/pYHighTech
https://github.com/kingarthur91/PyIndustry
https://github.com/kingarthur91/pyRawOres

right now it will let you at least start a map. im still working on checking to make sure there isnt any dead locks and fixing things.

so where pyanodon and nexla add my changes into pymods (which im leaning towards happening since they didnt delete all the old code) or i have to transfer everything over to pycoaltbaa its coming just give me a few days to get it delt with.

right now its no bobs, then if my changes are accepted we go to full bobs only. soonish im going to comb over everything and make sure it can be played with whatever combo of py+bobs people want to do but its a lot of shit to look over and find all of the issues when even just last week pyro wasn't complete and i had to make edits just to get it to load. so its coming just give me some time to make sure ive got it together enough to send to them and not just send them a flame turd that will cause more issues
DUDE, you're just the best. The main problem is the lack of boblogistics and inserters.

It would be awesome if Pyanodon added some extended logistics as a part of pyindustries. Better inserters, Belts, trains, etc... The bots are already here, of course, and the bots mk02 are awesome, pY. The alien look is the best thing ever.

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Re: pY Raw Ores Discussion

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immortal_sniper1 wrote:
Sun Dec 09, 2018 5:37 pm
ulmennaleith wrote:
Sun Dec 09, 2018 5:33 pm
And quartz to make glass for red science, no ?
yes that is used for glass
I meant : I think we need quartz in the starting area, to make glass for red science.


pyanodon wrote:
Sun Dec 09, 2018 5:25 pm
npuldon wrote:
Sun Dec 09, 2018 3:28 pm

It seems like nexilit is required for the first level circuits (not playing with PyHighTech). Are you saying that nexilit would not be required in the starting area for RSO?

Also, there are now 'rocks' in addition to 'ores' in the map gen screen. Which should RSO use? Are the rocks just for mid-->late game and the ores are what are still used in the beginning? Do the new 'rocks' work like oil and deplete over time? If the answers to these questions are in a write up some where could you point me there?

Thank you
Theres no nexelit ore patch. its made drying tailings, so, no need to adjust nexelit. Just the ores i said are necessary. The rocks are finite, after depletion they disapear, they carry huge amounts (around 8mi) of the refered ore.
Nexelit rocks are needed in the starting area, right ? We need green science to make nexelit out of tailings (and we need nexelit to make green circuits)

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Re: pY Raw Ores Discussion

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ulmennaleith wrote:
Sun Dec 09, 2018 6:00 pm

Nexelit rocks are needed in the starting area, right ? We need green science to make nexelit out of tailings (and we need nexelit to make green circuits)
no, nexelit rocks need science 3
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Re: pY Raw Ores Discussion

Post by npuldon »

sounds like there much confusion from everyone but Py on the RSO subject

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Re: pY Raw Ores Discussion

Post by ulmennaleith »

I don't get it. We need green circuits for everything (labs, assembling machines ..), and we need nexelit to make these green circuits. How can we get nexelit in the early game ?

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Re: pY Raw Ores Discussion

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ulmennaleith wrote:
Sun Dec 09, 2018 6:16 pm
I don't get it. We need green circuits for everything (labs, assembling machines ..), and we need nexelit to make these green circuits. How can we get nexelit in the early game ?
Ahh i see, you arent playing with pyht. That fix will come in the next release.
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Re: pY Raw Ores Discussion

Post by npuldon »

yes, like I said earlier. Does raw ores actually require high tech?

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Re: pY Raw Ores Discussion

Post by ulmennaleith »

Ahh ok. I'll try with pYht

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Re: pY Raw Ores Discussion

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npuldon wrote:
Sun Dec 09, 2018 6:33 pm
yes, like I said earlier. Does raw ores actually require high tech?
No you discovered a MAJOR bug, it was already fixed. Just waiting the next release. Thank you.
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Re: pY Raw Ores Discussion

Post by npuldon »

glad to help

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Re: pY Raw Ores Discussion

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Issue with new ammo recipe.

This is not a bug, but it makes fighting many enemies impossible in the early game.

The recipe for the first ammo magazine was changed from 2 iron to 4 lead. this implies that in order to even start crafting ammo to defend against enemies, one needs acetylene to mine lead from a patch, which is pretty hard to get to in the early game. Is this what you really want, pY?

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Re: pY Raw Ores Discussion

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IpsumEstPan wrote:
Sun Dec 09, 2018 7:18 pm
Issue with new ammo recipe.

This is not a bug, but it makes fighting many enemies impossible in the early game.

The recipe for the first ammo magazine was changed from 2 iron to 4 lead. this implies that in order to even start crafting ammo to defend against enemies, one needs acetylene to mine lead from a patch, which is pretty hard to get to in the early game. Is this what you really want, pY?
yes...it was detected before and already fixed. Now acetylene can be made in the early game.
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Re: pY Raw Ores Discussion

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pyanodon wrote:
Sun Dec 09, 2018 7:30 pm
IpsumEstPan wrote:
Sun Dec 09, 2018 7:18 pm
Issue with new ammo recipe.

This is not a bug, but it makes fighting many enemies impossible in the early game.

The recipe for the first ammo magazine was changed from 2 iron to 4 lead. this implies that in order to even start crafting ammo to defend against enemies, one needs acetylene to mine lead from a patch, which is pretty hard to get to in the early game. Is this what you really want, pY?
yes...it was detected before and already fixed. Now acetylene can be made in the early game.
Ah that's very cool. I must congratulate your work man. I wish I could do work with such quality as yours.

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Re: pY Raw Ores Discussion

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IpsumEstPan wrote:
Sun Dec 09, 2018 7:43 pm
Ah that's very cool. I must congratulate your work man. I wish I could do work with such quality as yours.
Thank you. My pleasure is see people playing with it :)
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Re: pY Raw Ores Discussion

Post by IpsumEstPan »

tbh I think it would be a great idea if you built your own game

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Re: pY Raw Ores Discussion

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I think I need to surrender on making RSO support for whole set of mods by myself.
There is a total of 37 ores when you start up whole py set. (Not to mention my PC saying it's really heavy - about 7 GB VRAM and 9GB of RAM used up by Factorio with high res graphics)
Might need to ask Nexela to take a look at current configs and write new ones based on them. I can help with syntax or whats possible but not much.

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Re: pY Raw Ores Discussion

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Image

fixing bugs ALL DAY.
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Re: pY Raw Ores Discussion

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orzelek wrote:
Sun Dec 09, 2018 8:03 pm
I think I need to surrender on making RSO support for whole set of mods by myself.
There is a total of 37 ores when you start up whole py set. (Not to mention my PC saying it's really heavy - about 7 GB VRAM and 9GB of RAM used up by Factorio with high res graphics)
Might need to ask Nexela to take a look at current configs and write new ones based on them. I can help with syntax or whats possible but not much.
If you think thats the way, i go along with it. But i dont know much about coding in that area.
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Re: pY Raw Ores Discussion

Post by npuldon »

Yeah, you'd need a 1080ti to run PyMods with Alien Biomes since it would be over 8GB pf VRAM and probably going to need 16GB of RAM too. bit rough for a game like factorio that doesn't have the fancy graphics of other games. The demise of sprites
Last edited by npuldon on Sun Dec 09, 2018 8:13 pm, edited 1 time in total.

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Re: pY Raw Ores Discussion

Post by npuldon »

pyanodon wrote:
Sun Dec 09, 2018 8:06 pm
orzelek wrote:
Sun Dec 09, 2018 8:03 pm
I think I need to surrender on making RSO support for whole set of mods by myself.
There is a total of 37 ores when you start up whole py set. (Not to mention my PC saying it's really heavy - about 7 GB VRAM and 9GB of RAM used up by Factorio with high res graphics)
Might need to ask Nexela to take a look at current configs and write new ones based on them. I can help with syntax or whats possible but not much.
If you think thats the way, i go along with it. But i dont know much about coding in that area.
it's mainly just setting up the resource config files. syntax is not too bad but it will take some time with 37 ores... a few are already in vanilla at least... haha

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