pY Raw Ores Discussion

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Re: pY Raw Ores Discussion

Post by pyanodon » Thu Nov 22, 2018 9:08 pm

aklesey1 wrote:
Thu Nov 22, 2018 9:06 pm
Oh sorry, can't wait to watch for ur collosal work - and of course to make MOAR iron, MOAR nickel, MOAR chromium, and MOAR nichrome :)

MOAR everything. I hope people like that big work. Ive seen pyMods arent much played.
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Re: pY Raw Ores Discussion

Post by Rue99 » Fri Nov 23, 2018 8:53 am

FWIW, I like your work in the round, but really, really disliked the changes to science packs in coal processing. That, plus the lack of compatibility (prior to King Arthur's sterling work) with Angels was enough to dissuade me.

I will be having another run once PYOre comes out, though I'd still like to see an option to keep vanilla science recipes.

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Re: pY Raw Ores Discussion

Post by pyanodon » Fri Nov 23, 2018 11:06 am

Rue99 wrote:
Fri Nov 23, 2018 8:53 am
FWIW, I like your work in the round, but really, really disliked the changes to science packs in coal processing. That, plus the lack of compatibility (prior to King Arthur's sterling work) with Angels was enough to dissuade me.

I will be having another run once PYOre comes out, though I'd still like to see an option to keep vanilla science recipes.
Each py mod change a science pack. You will probably have problems with this one too.
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Re: pY Raw Ores Discussion

Post by Rue99 » Fri Nov 23, 2018 11:15 am

Ultimately, it's your mod and your design vision. You can't please all the people all the time :).

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Re: pY Raw Ores Discussion

Post by immortal_sniper1 » Fri Nov 23, 2018 3:44 pm

pycoal changes pack 1-3
pyfe pack-productivity
pyht pack-high-science

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Re: pY Raw Ores Discussion

Post by pyanodon » Fri Nov 23, 2018 6:14 pm

immortal_sniper1 wrote:
Fri Nov 23, 2018 3:44 pm
pycoal changes pack 1-3
pyfe pack-productivity
pyht pack-high-science
pyRO pack-military :mrgreen:
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Re: pY Raw Ores Discussion

Post by aklesey1 » Fri Nov 23, 2018 7:01 pm

pyanodon wrote:
Fri Nov 23, 2018 6:14 pm
immortal_sniper1 wrote:
Fri Nov 23, 2018 3:44 pm
pycoal changes pack 1-3
pyfe pack-productivity
pyht pack-high-science
pyRO pack-military :mrgreen:
Wow OMG ae u serious - some time u told u don't won't to have any deal with military content of factory so u and Nexela changed ur mind?
Only 1 science pack not changed - that's bob's logistic science pack from bob's mods but its unique science pack and it belongs to bob's mods don't know what to think :D

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Re: pY Raw Ores Discussion

Post by pyanodon » Fri Nov 23, 2018 7:12 pm

and we doesnt have any will to deal with military content. But its a tradition to change science packs.

Dont worry, wont be huge as the others. Just few additions
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Re: pY Raw Ores Discussion

Post by aklesey1 » Fri Nov 23, 2018 7:31 pm

pyanodon wrote:
Fri Nov 23, 2018 7:12 pm
and we doesnt have any will to deal with military content. But its a tradition to change science packs.

Dont worry, wont be huge as the others. Just few additions
K I won't worry, thanks for info

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Re: pY Raw Ores Discussion

Post by cellular » Fri Nov 23, 2018 8:03 pm

pyanodon wrote:
Thu Nov 22, 2018 9:01 pm
aklesey1 wrote:
Thu Nov 22, 2018 8:52 pm
Just looked at on GitHub page for PYRO - we need to wait for zinc chain and for balance adapting for another py mods right?
Dont forget the uranium! Where im working on now. ;)
Ooh, that means there's just that and zinc left to do, right?

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Re: pY Raw Ores Discussion

Post by pyanodon » Fri Nov 23, 2018 8:24 pm

cellular wrote:
Fri Nov 23, 2018 8:03 pm
Ooh, that means there's just that and zinc left to do, right?
Kinda...im still on uranium. Then, Zinc left.
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Re: pY Raw Ores Discussion

Post by immortal_sniper1 » Fri Nov 23, 2018 10:19 pm

aklesey1 wrote:
Fri Nov 23, 2018 7:31 pm
pyanodon wrote:
Fri Nov 23, 2018 7:12 pm
and we doesnt have any will to deal with military content. But its a tradition to change science packs.

Dont worry, wont be huge as the others. Just few additions
K I won't worry, thanks for info
i sorta gave him the idea its basically lead used in bulets

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Re: pY Raw Ores Discussion

Post by foodfactorio » Sun Nov 25, 2018 2:49 am

pyanodon wrote:
Thu Nov 22, 2018 9:08 pm
MOAR everything. I hope people like that big work. Ive seen pyMods arent much played.
they are played :)
some popular streamers like katherine of sky (kos) on youtube even did a huge playlist called "Pyanodon red" and some multiplayers too :)
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256

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Re: pY Raw Ores Discussion

Post by foodfactorio » Sun Nov 25, 2018 3:13 am

pyanodon wrote:
Mon Nov 19, 2018 1:50 pm
Alright people! I need factorio-like uses for Tin and Lead, aside the usual uses they already have in other mods. Im accepting suggestions. Also, im already doing my own addition for these metals too. I just want to make both more important and usable. ;)
hi here are some ideas for your consideration...


1) tin and lead wall (radiation shielding)
used to build pieces of protective wall, which shields against harmful radiation from high-powered special buildings.
= it is just a wall which absorbs a small amount of pollution from the area.


2) a radar-enhancing feature, where tin is used to funnel and amplify certain signals, but lead shielding is used to block out certain frequencies..

= uses tin and lead as ingredients to build a radar with quicker scanning speed, (and / or wider range)

or

= allows some ore digging machines to gain a bit of bonus ore from time to time, (or allows for a smaller, portable ore digging machine, which requires a lot of tin and lead, but it knows where to dig and gives you a chance of digging up a different material instead)

3) new research used with the Tailings Pond:
- a one time research, which requires Lead, gives you the technology boost where very thin lead sheets are (for the story), virtually placed on the top of tailings ponds, which slowly fall to the bottom, compressing what is inside.
= a 15% boost to Tailings Pond storage capacity :)

requirements:
Lead > processed into Lead Plates > processed into Thin Lead Sheeting
+ 1 new research technology which requires a lot of lead sheets

this could even be used on an ongoing basis, such as 1% boost to storage capacity, which requires less sheets of lead, but it can be researched multiple times, say up to 15 times. (if percentages are tricky to implement, maybe each tailings pond just gains a fixed amount of +100 storage each time, or a new 2nd tier of Tailings Pond can then be unlocked, which required lead sheets to make, and this 2nd tier of tailings pond simply has the extra 15% of storage.) :)

4) some similar mechanic to oil pumping, where molten lead is pumped into an oilwell which sinks to the bottom, and which uses gravity to raise the oil level up a bit. = contaminated oil, but lets you place it on a well that has been mostly used up, and you need to process this contaminated oil to get a bit of normal crude oil plus.

5) Tin Bullets:
these are made in small quantities, but do less damage then the usual bullets,
- can be used in turrets
- could even be used as an ingredient for a new animal building (you are good with animal buildings like those maxmoux) :)
(the story text could be something like "an ample supply of tiny tin pellets are required to protect the animals from rodents who come and eat their food, but are not strong enough to do any harm, just to bounce off them and scare them away) :D
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256

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Re: pY Raw Ores Discussion

Post by pyanodon » Sun Nov 25, 2018 9:04 am

foodfactorio wrote:
Sun Nov 25, 2018 2:49 am

they are played :)
some popular streamers like katherine of sky (kos) on youtube even did a huge playlist called "Pyanodon red" and some multiplayers too :)
id love to watch these multiplayers streamings.
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Re: pY Raw Ores Discussion

Post by Mella » Mon Nov 26, 2018 9:53 am

So when we can await for PYRO?
I'm ready to start new map

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Re: pY Raw Ores Discussion

Post by cpy » Mon Nov 26, 2018 11:24 am

Are we there yet?

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Re: pY Raw Ores Discussion

Post by pyanodon » Mon Nov 26, 2018 11:24 am

-Entities graphics: ok
-Icons: ok
-Sounds: ok
-Raw code: ok
-Scripts: working... Nexela
-Cross compatibility: working... Pyanodon
-Bug chasing: waiting
-Dead locks: waiting
-Graphics optimization: waiting
-Final debug: waiting
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Re: pY Raw Ores Discussion

Post by Mella » Mon Nov 26, 2018 12:04 pm

Thanks i see all goes good
pyanodon wrote:
Mon Nov 26, 2018 11:24 am
-Bug chasing: waiting
-Dead locks: waiting
We all'll help u i sure - there're was mass of work and many people like ur work ;)
Because after all the Factorio still in alpha and the mods can be in alpha too - and we'll continue improve ourselfs :)

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Re: pY Raw Ores Discussion

Post by pyanodon » Mon Nov 26, 2018 1:15 pm

Mella wrote:
Mon Nov 26, 2018 12:04 pm
We all'll help u i sure - there're was mass of work and many people like ur work ;)
Because after all the Factorio still in alpha and the mods can be in alpha too - and we'll continue improve ourselfs :)
Although the mod runs, it still need optimization or it will have 150mb+ hahaha. We need to clean the code and compress graphics. Of course the bug and deadlocks may happens, its impossible release a mod flawless. But as soon as we have an alpha, we will open to public.
pY Coal processing mod
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