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Re: pY Raw Ores Discussion
Posted: Tue Feb 12, 2019 8:12 pm
by pyanodon
npuldon wrote: ↑Tue Feb 12, 2019 7:30 pm
Pyanodon,
did you mean to lock pressure pumps with blue science when not playing with PyHighTech (as PyRO is not a dependency)? If so, how do I get nitrogen?
If not, is an update coming or do I need to console command a few pumps into my game?
Thanks for your help
There´s an update coming.
Re: pY Raw Ores Discussion
Posted: Tue Feb 12, 2019 9:41 pm
by aklesey1
pyanodon wrote: ↑Tue Feb 12, 2019 8:12 pm
npuldon wrote: ↑Tue Feb 12, 2019 7:30 pm
Pyanodon,
did you mean to lock pressure pumps with blue science when not playing with PyHighTech (as PyRO is not a dependency)? If so, how do I get nitrogen?
If not, is an update coming or do I need to console command a few pumps into my game?
Thanks for your help
There´s an update coming.
Gigant epuc thanks for new update - i can have stable flow of SALT!!!
I'm beside myself with happiness
Pyanodon i like u and ur mods so much
HUGE thanks again!
Re: pY Raw Ores Discussion
Posted: Tue Feb 12, 2019 11:58 pm
by mrbaggins
npuldon wrote: ↑Mon Feb 11, 2019 9:36 pm
why would a building be unlocked by do different techs at difference levels? I don't see how that makes any sense. Welcoming some enlightenment on this one
So that you can get required parts if you choose to take different paths.
It's a bit silly in this instance, but 0.17 is doing a fair bit to "split" the tech tree.
With mods, that could mean you need some item towards the ends of two completely distinct branches. Rather than forcing you to complete both, by unlocking it in two spots separately you can ensure that both sides get what they need.
Re: pY Raw Ores Discussion
Posted: Wed Feb 13, 2019 12:00 am
by mrbaggins
reapersms wrote: ↑Mon Feb 11, 2019 12:31 am
FNEI does not like having both a resource_category and crafting_category with the same name. "borax" and "niobium" being the ones in question. What happens is it collects all recipes into its own table, indexed on the category, and when it loops through the buildings for a recipe, sees them buildable in the borax or niobium mine, and looks for a mining_time on the recipe. The crafting recipe doesn't have a mining time, and lua promptly explodes.
A workaround is to open up the FNEI options page, and disable the borax and niobium crafting categories in the middle tab
Nice that a cause is known, bummer that Py and FNEI apparently aren't fixing it :/
It's a workaround, but doesn't solve the problem of not knowing how to craft/get something.
Re: pY Raw Ores Discussion
Posted: Wed Feb 13, 2019 12:43 am
by TwentyEighty
aklesey1 wrote: ↑Tue Feb 12, 2019 9:41 pm
Gigant epuc thanks for new update - i can have stable flow of SALT!!!
I'm beside myself with happiness
Pyanodon i like u and ur mods so much
HUGE thanks again!
How do you have so much extra saline water lying around?
Re: pY Raw Ores Discussion
Posted: Wed Feb 13, 2019 6:41 am
by mrbaggins
I source all my salt from salt mines in salty rocks. Easy, and very productive.
Re: pY Raw Ores Discussion
Posted: Wed Feb 13, 2019 6:46 am
by aklesey1
TwentyEighty wrote: ↑Wed Feb 13, 2019 12:43 am
aklesey1 wrote: ↑Tue Feb 12, 2019 9:41 pm
Gigant epuc thanks for new update - i can have stable flow of SALT!!!
I'm beside myself with happiness
Pyanodon i like u and ur mods so much
HUGE thanks again!
How do you have so much extra saline water lying around?
I can saline water from stones, saline water can be getted from using tar in quenching tower whn getting iron ore + copper ore or getting raw borax + niobium ore - varian with quenching tower is more profitable
Stones can be getted from sand extractor or from groud borer or from another ways in solid separator and in clssifier
Or i can find rich stone deposites
Re: pY Raw Ores Discussion
Posted: Thu Feb 14, 2019 2:03 pm
by mxpal
Re: pY Raw Ores Discussion
Posted: Thu Feb 14, 2019 2:17 pm
by npuldon
mxpal wrote: ↑Thu Feb 14, 2019 2:03 pm
i dont see how the higher tier nickel recipe is worth it........ any ideas?
Agreed
Re: pY Raw Ores Discussion
Posted: Thu Feb 14, 2019 2:28 pm
by immortal_sniper1
last time i did the math on paper higher was better try the same thing with 1000 or so to see since longer chains might need larger quantities in order to fill the belts of the intermediaries
Re: pY Raw Ores Discussion
Posted: Thu Feb 14, 2019 2:30 pm
by immortal_sniper1
lets say the one way works in segments of 1 and the other in segments of 10 for some small numbers there might be funny results
Re: pY Raw Ores Discussion
Posted: Thu Feb 14, 2019 2:40 pm
by pyanodon
also your "high level recipe" is missing several steps
Re: pY Raw Ores Discussion
Posted: Thu Feb 14, 2019 3:38 pm
by mxpal
so i have to get to at least nickel pulp 02 recipe to be worth it? smelting grade 4 or pulp 01 into molten nickel is only there for misdirection?
Re: pY Raw Ores Discussion
Posted: Thu Feb 14, 2019 3:55 pm
by immortal_sniper1
mxpal wrote: ↑Thu Feb 14, 2019 3:38 pm
so i have to get to at least nickel pulp 02 recipe to be worth it? smelting grade 4 or pulp 01 into molten nickel is only there for misdirection?
try doing the ore/plte hellmod ratios with 1000 plate at the end then scale down
Re: pY Raw Ores Discussion
Posted: Thu Feb 14, 2019 11:03 pm
by TwentyEighty
I think PyRO has destroyed the Zipir closed loop with saline water -> waste water (+ biofilm + filtration media) -> saline water. That lets you save roughly 20 salt per cycle. Now, biofilm requires rayon, which is a huge change. Also, each rayon now requires 1.67 sodium-carbonate, which requires, best case, 16.7 salts. That doesn't even include the other super expensive ingredients to rayon, like lead, sulfuric acid (more salt, probably), or all the ingredients to filtration media.
So, best case, you're saving 3 salt per cycle for a huge cost. So the closed loop is unusable and zipir farming now requires so, much, salt. All because rayon got added to biofilm and sodium-carbonate got added to rayon
Re: pY Raw Ores Discussion
Posted: Fri Feb 15, 2019 1:15 am
by TwentyEighty
Oh I guess that loop never worked lol nevermind. Zipirs just require that much salt I guess. They were designed with the closed loop in mind but don't function that way
Re: pY Raw Ores Discussion
Posted: Fri Feb 15, 2019 5:00 am
by mrbaggins
With the higher tier nickel, that last one is close enough to the first one that adding production modules would shoot it well over (at the expense of power)
that middle one is broken though.
Re: pY Raw Ores Discussion
Posted: Fri Feb 15, 2019 7:26 am
by immortal_sniper1
mrbaggins wrote: ↑Fri Feb 15, 2019 5:00 am
With the higher tier nickel, that last one is close enough to the first one that adding production modules would shoot it well over (at the expense of power)
that middle one is broken though.
first one 10:1
second 5:1 gr1 2 gr1:3 plate so 10 ore=3 plate
Re: pY Raw Ores Discussion
Posted: Fri Feb 15, 2019 5:02 pm
by mxpal
mrbaggins wrote: ↑Fri Feb 15, 2019 5:00 am
With the higher tier nickel, that last one is close enough to the first one that adding production modules would shoot it well over (at the expense of power)
that middle one is broken though.
how do you add production modules to other py machines? as far as i know only chipshooter can use production modules.
Re: pY Raw Ores Discussion
Posted: Fri Feb 15, 2019 5:03 pm
by mxpal
immortal_sniper1 wrote: ↑Thu Feb 14, 2019 3:55 pm
mxpal wrote: ↑Thu Feb 14, 2019 3:38 pm
so i have to get to at least nickel pulp 02 recipe to be worth it? smelting grade 4 or pulp 01 into molten nickel is only there for misdirection?
try doing the ore/plte hellmod ratios with 1000 plate at the end then scale down
how does changing to 1000 plate affect anything? the ratio of plate to ore wont change by that