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Re: pY Raw Ores Discussion

Posted: Sat Apr 13, 2019 9:06 pm
by kingarthur
cellular wrote:
Sat Apr 13, 2019 5:36 pm
Is it safe to update Factorio past 17.24 yet, or does that still cause issues with recipes that have multiple copies of the same output?
Seems 2 be. I've been on latest version for bit and I've not had any issues. Just make sure the mods are updated before updating factorio

Re: pY Raw Ores Discussion

Posted: Sat Apr 13, 2019 10:50 pm
by immortal_sniper1
zx64 wrote:
Sat Apr 13, 2019 8:09 pm
I've noticed that Mineralized Water is only used for one recipe (copper coating) and is otherwise only for compatibility with Angels mod(?).
Would it make sense for Raw Ores to change that copper coating recipe to use a Raw Ores specific fluid instead (e.g. saline, molten copper etc.)?
it would

Re: pY Raw Ores Discussion

Posted: Sun Apr 14, 2019 8:38 pm
by pyanodon
zx64 wrote:
Sat Apr 13, 2019 8:09 pm
I've noticed that Mineralized Water is only used for one recipe (copper coating) and is otherwise only for compatibility with Angels mod(?).
Would it make sense for Raw Ores to change that copper coating recipe to use a Raw Ores specific fluid instead (e.g. saline, molten copper etc.)?
Good idea.

Re: pY Raw Ores Discussion

Posted: Mon Apr 15, 2019 8:47 am
by zx64
Some Uranium related questions:

Is it intended for Uranium Ore to have the vanilla stack size of 50? Asking since all the other stack sizes have been changed.

Would you be willing to add the option of re-fluidising the intermediate powders? e.g. you made a bunch of 70% powder then once you've researched the next level, shove any leftovers back in a leaching station to move up the chain.
(I'm not sure how useful the 40% powder is since you can't do anything with it until you unlock Fuel Production anyway and you'll presumably get Uranium processing 3 shortly after that)

Do you plan to add any centrifuge recipes that convert the enriched uranium into different ratios of U-238/235 as a further payoff for that process, e.g. as a replacement to vanilla's enrichment recipe.

Should the Nuclear Sample recipe have a Raw Ores override to use a more processed form of uranium?

Re: pY Raw Ores Discussion

Posted: Mon Apr 15, 2019 9:28 am
by immortal_sniper1
zx64 wrote:
Mon Apr 15, 2019 8:47 am
Some Uranium related questions:

Is it intended for Uranium Ore to have the vanilla stack size of 50? Asking since all the other stack sizes have been changed.

Would you be willing to add the option of re-fluidising the intermediate powders? e.g. you made a bunch of 70% powder then once you've researched the next level, shove any leftovers back in a leaching station to move up the chain.
(I'm not sure how useful the 40% powder is since you can't do anything with it until you unlock Fuel Production anyway and you'll presumably get Uranium processing 3 shortly after that)

Do you plan to add any centrifuge recipes that convert the enriched uranium into different ratios of U-238/235 as a further payoff for that process, e.g. as a replacement to vanilla's enrichment recipe.

Should the Nuclear Sample recipe have a Raw Ores override to use a more processed form of uranium?
stack size i proposed that too

uranium chain is a ration mess so i wont propose any more complexity unless its redone

i proposed a u235 to mk3 (or the equivalent powder recipe but no answer as of now)

raw ores already modiffies that science by adding lead

Re: pY Raw Ores Discussion

Posted: Mon Apr 15, 2019 9:37 am
by zx64
immortal_sniper1 wrote:
Mon Apr 15, 2019 9:28 am
raw ores already modiffies that science by adding lead
Mm, but that's changing coated container rather than nuclear sample (which seems like an ideal candidate for using the Raw Ores uranium chain in some way).

Re: pY Raw Ores Discussion

Posted: Mon Apr 15, 2019 9:50 am
by immortal_sniper1
zx64 wrote:
Mon Apr 15, 2019 9:37 am
immortal_sniper1 wrote:
Mon Apr 15, 2019 9:28 am
raw ores already modiffies that science by adding lead
Mm, but that's changing coated container rather than nuclear sample (which seems like an ideal candidate for using the Raw Ores uranium chain in some way).
you need the uranium chain for intelligence units for high tech science

Re: pY Raw Ores Discussion

Posted: Mon Apr 15, 2019 10:05 am
by zx64
immortal_sniper1 wrote:
Mon Apr 15, 2019 9:50 am
you need the uranium chain for intelligence units for high tech science
Well that's nice. No reason it should be the only place it gets used.

Re: pY Raw Ores Discussion

Posted: Mon Apr 15, 2019 11:02 am
by pyanodon
wheres more?

Re: pY Raw Ores Discussion

Posted: Thu Apr 18, 2019 4:59 pm
by cellular
What sort of fuel do I need for a phosphate mine? I've tried wood and coke, but I get an error of "the phosphate mine can't use chemical fuel". What other sort of fuel is there? (I'm already supplying syngas.)

Re: pY Raw Ores Discussion

Posted: Thu Apr 18, 2019 5:00 pm
by pyanodon
cellular wrote:
Thu Apr 18, 2019 4:59 pm
What sort of fuel do I need for a phosphate mine? I've tried wood and coke, but I get an error of "the phosphate mine can't use chemical fuel". What other sort of fuel is there? (I'm already supplying syngas.)
drill heads

Re: pY Raw Ores Discussion

Posted: Thu Apr 18, 2019 5:22 pm
by cellular
pyanodon wrote:
Thu Apr 18, 2019 5:00 pm
drill heads
Thanks!

Re: pY Raw Ores Discussion

Posted: Mon Apr 22, 2019 11:53 am
by Ronin
Hey guys,

On the very front page of this thread is a change log which used to be updated religiously every time an update went in. Not asking for retroactive documentation, but can you guys start updating it again?

I am a fan of "set it and forget it". I always run the latest mods and invariably there is a breakage in one of my chains every update that goes in. A pointer of which chain got the modification really helps out to inspect, update, and keep rolling rather than finding out that you no longer have any of the finished product and wonder what broke.

Re: pY Raw Ores Discussion

Posted: Tue Apr 23, 2019 1:10 am
by Harag
I noticed that most of the <resource>-rock entities have map_grid=true. I think that's the setting that controls if the resource field is drawn with a checkered pattern on the map and which causes those rocks to sometimes be invisible. I'm not sure if using map_grid=false is the way to fix this, though, there's no wiki documentation for the prototype field.

Re: pY Raw Ores Discussion

Posted: Tue Apr 23, 2019 9:32 pm
by theblindironman
Do you have a location for bugs/issues?


pyrawores_1.2.6\locale\en\locale.cfg

Line 23
sodium-carbonate=Sodim Carbonate

Re: pY Raw Ores Discussion

Posted: Tue Apr 23, 2019 9:34 pm
by pyanodon
theblindironman wrote:
Tue Apr 23, 2019 9:32 pm
Do you have a location for bugs/issues?


pyrawores_1.2.6\locale\en\locale.cfg

Line 23
sodium-carbonate=Sodim Carbonate
thanks

Re: pY Raw Ores Discussion

Posted: Tue Apr 23, 2019 9:35 pm
by pyanodon
Harag wrote:
Tue Apr 23, 2019 1:10 am
I noticed that most of the <resource>-rock entities have map_grid=true. I think that's the setting that controls if the resource field is drawn with a checkered pattern on the map and which causes those rocks to sometimes be invisible. I'm not sure if using map_grid=false is the way to fix this, though, there's no wiki documentation for the prototype field.
if someone knows if its true, i can fix that asap.

Re: pY Raw Ores Discussion

Posted: Wed Apr 24, 2019 1:03 pm
by YunoAloe
Ronin wrote:
Mon Apr 22, 2019 11:53 am
Hey guys,

On the very front page of this thread is a change log which used to be updated religiously every time an update went in. Not asking for retroactive documentation, but can you guys start updating it again?
There are changelogs.
https://github.com/pyanodon/pyrawores/b ... ngelog.txt
https://github.com/pyanodon/pyrawores/commits/master
The first one isn't as useful as the second one, as it doesn't put dates and doesn't describe what was changed adequately enough; but commits are harder to understand of course. Would certainly be nice to have it in more noticeable places, like mod portal and/or in-game, as well as putting the links to source on mod portal, and changing all mentions of "not compatible with Bob's Angels" to "unofficially use PyCoalTBaA" (where it's still missing). Would be even more nice to have better explanations in the changelogs. Not to aggro Py, this works as is anyway. :3


They are also the same way for other pY mods, for example:
https://github.com/pyanodon/pycoalproce ... ngelog.txt
https://github.com/pyanodon/pycoalproce ... its/master



As for the map icon visibility issue, I do get a feeling that it may depend on if the rock patch is entirely in one chunk or more, or on the position within a chunk. Haven't verified it yet.

Re: pY Raw Ores Discussion

Posted: Wed Apr 24, 2019 2:14 pm
by mxpal
YunoAloe wrote:
Wed Apr 24, 2019 1:03 pm

As for the map icon visibility issue, I do get a feeling that it may depend on if the rock patch is entirely in one chunk or more, or on the position within a chunk. Haven't verified it yet.
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you are correct.

Re: pY Raw Ores Discussion

Posted: Thu Apr 25, 2019 6:04 am
by crazyguy98
Pyanodon,

In the changelog for PYRO 1.2.7 you moved the coal-to-coke recipe to coke-processing-mk01 which has caused the recipe to disappear. Checking the technology file I found that the technology name is simply coke-mk01.

Thanks.