Re: pY Raw Ores Discussion
Posted: Fri Jan 17, 2020 7:43 pm
Yeah, I can show pictures later today. It's nice that lead and silver gets generated independently. Although silver feels very hard to make enough of
Yeah, I can show pictures later today. It's nice that lead and silver gets generated independently. Although silver feels very hard to make enough of
You must be on some old version of PyRO. This used to be the case, but that recipe no longer exists. There are separate recipes for High Grade Lead and High Grade Silver now.immortal_sniper1 wrote: ↑Sat Jan 18, 2020 4:56 pm1 at some point you can sort 1 lead concentrate(i think ) into 1 high grade Ag/Pb (one of each) , here the chain splits and you can get both at the same time
Yep and then there was another nerf that hit silverimmortal_sniper1 wrote: ↑Sat Jan 18, 2020 7:38 pmyes apparently that was a great nerf that skipped my eye
a X2 one now lead might be in top 3 most used ores
Fe Cu Sn Ni (Pb ore)
not currently. somebody aka me messed up and didnt update all the version numbers before we uploaded them. when we get pyal to a decent balance point ill look into a .17 back port of everything thenSquelch wrote: ↑Sun Jan 26, 2020 2:31 pmI see graphics packs currently being uploaded to the mod portal, and most seem to target 0.18. However, Pyraworesgraphics is still at 0.17.
Mistake or is 17.79 stable being supported after all?
Py Raw Ores Graphics
I suspected as much. Thanks for the fast reply.kingarthur wrote: ↑Sun Jan 26, 2020 2:36 pmnot currently. somebody aka me messed up and didnt update all the version numbers before we uploaded them. when we get pyal to a decent balance point ill look into a .17 back port of everything then
not currently. most of the changes shouldnt actually be an issue. things like having to specify an images is size 32 instead of the game assuming will back port just fine as it really should have been done from the get go. its mostly getting pyal balance so theres not a constant stream of duplicated updates to do as the mod portal really doesnt like doing multiple versions at the same time.Squelch wrote: ↑Sun Jan 26, 2020 2:42 pmI suspected as much. Thanks for the fast reply.kingarthur wrote: ↑Sun Jan 26, 2020 2:36 pmnot currently. somebody aka me messed up and didnt update all the version numbers before we uploaded them. when we get pyal to a decent balance point ill look into a .17 back port of everything then
A back port might be prudent given the news of potential breaking changes in the main game during 0.18.xx series. I'm sure there are many players out there that have games underway, so anything that doesn't disrupt that would probably be welcome.
I offer my help if you need it?
Understood.kingarthur wrote: ↑Sun Jan 26, 2020 2:58 pmnot currently. most of the changes shouldnt actually be an issue. things like having to specify an images is size 32 instead of the game assuming will back port just fine as it really should have been done from the get go. its mostly getting pyal balance so theres not a constant stream of duplicated updates to do as the mod portal really doesnt like doing multiple versions at the same time.
Yeah, 0.16 => 0.17/0.18 is more complicated as you have to add those icon size lines to start with ! (Among other things...)kingarthur wrote: ↑Sun Jan 26, 2020 2:58 pmnot currently. most of the changes shouldnt actually be an issue. things like having to specify an images is size 32 instead of the game assuming will back port just fine as it really should have been done from the get go.
[...]
The problem here is that reduced nexelit and then sintered is WORSE then just sintering it....Blokus wrote: ↑Tue Jan 28, 2020 4:11 amThere are several places where smelting reduced metal is just bad, such that the only reason to produce reduced metal is if you're going to sinter it afterwards. When I was last looking at this in detail, there were places where this was true of high grade metals as well.
Ah, so this has a double whammy where you don't even want to reduce if you are going to sinter. Yeah I haven't seen that problem anywhere else...shadowpho wrote: ↑Tue Jan 28, 2020 5:46 amThe problem here is that reduced nexelit and then sintered is WORSE then just sintering it....Blokus wrote: ↑Tue Jan 28, 2020 4:11 amThere are several places where smelting reduced metal is just bad, such that the only reason to produce reduced metal is if you're going to sinter it afterwards. When I was last looking at this in detail, there were places where this was true of high grade metals as well.
What version of PYRO u using?shadowpho wrote: ↑Tue Jan 28, 2020 1:30 amBug report:
Reduction process for nexelit4 is strictly worse then sinter process. Pretty sure it wasn't meant to be 6 high grade nexelit to 1 reduced nexelit.. should be 2:1 or 1:1 or 1:6....
75 pulp 04 = 15 nexelit direct smelt (direct means molted nexelit -> plates)
55 pulp 04 = 15 nexelit via 04 -> high grade
141 pulp 04 = 15 nexelit via 04 -> high grade -> reduced
41.7 pulp 04 = 15 nexelit via 04 -> high grade -> reduced nexelit -> sintered nexelit
13.9 pulp 04 = 15 nexelit via 04 -> high grade -> sintered
Here's more math:
Sintered Nexelit is
1 high grade - > 1 sintered Unit OR
1x reduced -> 2x sintered Unit which means 1 high grade -> 1/6 reduced -> 1/3 sintered... 1/3 of the above....
In version 1.9.1 2 sintered nexelit + 4 borax = 135 molten nexelitshadowpho wrote: ↑Tue Jan 28, 2020 6:58 pm1.8.9, so pretty recent, Changelog doesn't say anything about nexelit updates since then.
I can scan 1.9.0 to see if that's where it got fixed maybe?
I ran the first calculations with helmod from pulp 04. However, the second part is just looking at recipes, can you check what yours looks like? I think the 6 high grade nexelit -> 1 reduced is the broken part