Re: PyBlock (alpha)
Posted: Mon Aug 26, 2019 10:19 am
no it can only ever have a single energy source. recipes can not modify that
no it can only ever have a single energy source. recipes can not modify that
Too bad. Then we would be in the "new building" territory.kingarthur wrote: ↑Mon Aug 26, 2019 10:19 amno it can only ever have a single energy source. recipes can not modify that
i havnt had a chance to look at the boring recipes since pyanodon made that change i will take a look at it soon.mrvn wrote: ↑Sun Sep 08, 2019 1:36 amNote: I'm still at the red/green science level. No blue science in sight. I have circuit boards automated and working towards Niobium.
Another thing I think is unbalanced: Zinc. I'm not sure when but recently the zinc bore recipe changed to need drilling fluid 2.
Now why is that a problem? Big power poles need niobium. Some other buildings need niobium too. There are many steps involved in creating Niobium plates and I don't see any way around using Zinc. And only way to make Zinc is ground boring. And that drilling fluid 2 kicks of a huge chain of even more steps.
This feels to complex for something you need to get past the "simple" green circuit boards. If a zinc-from-tailings recipe would make it too easy how about throwing in a 1% chance for zinc ore somewhere else or something?
i have no idea what your talking about here. what is simplicity? doesnt seem to be a pymods thing
And last for today: What's up with the glass recipe from "simplicity"? It's
A) needs glass to research (so people will already have build the sand -> quartz -> glass factory)
B) needs more sand than the initial glass recipe (450 vs. 600 sands for 15 glass/s)
C) needs far more buildings than the initial glass recipe (184 vs. 692 not counting sand production for 15 glass/s)
D) needs additional coal
E) needs much more complex buildings (shard crystalizer + basic oxygen furnace)
How can that be called "simplicity"?
"Simplicity 2" then adds a "better" glass recipe. It does reduce the number of buildings (down to 416) but increases the material cost. I think with the increased sand needed it still needs more space than the initial glass recipe.
I'm assuming this is some left over from non-pyblock where quartz isn't made from sand but mined. Might make sense to simply disable those recipes in pyblock or change them to actually have an advantage.
It's from the "Py Functional" mod by Slasherbane. I will go bug him about it. Sorry.kingarthur wrote: ↑Sun Sep 08, 2019 2:22 ami have no idea what your talking about here. what is simplicity? doesnt seem to be a pymods thing
And last for today: What's up with the glass recipe from "simplicity"? It's
A) needs glass to research (so people will already have build the sand -> quartz -> glass factory)
B) needs more sand than the initial glass recipe (450 vs. 600 sands for 15 glass/s)
C) needs far more buildings than the initial glass recipe (184 vs. 692 not counting sand production for 15 glass/s)
D) needs additional coal
E) needs much more complex buildings (shard crystalizer + basic oxygen furnace)
How can that be called "simplicity"?
"Simplicity 2" then adds a "better" glass recipe. It does reduce the number of buildings (down to 416) but increases the material cost. I think with the increased sand needed it still needs more space than the initial glass recipe.
I'm assuming this is some left over from non-pyblock where quartz isn't made from sand but mined. Might make sense to simply disable those recipes in pyblock or change them to actually have an advantage.
The mod Pyanodons Coal Processing caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pycoalprocessing::on_chunk_generated (ID 12)
__pycoalprocessing__/scripts/resource-generation.lua:242: bad argument #2 of 2 to 'random' (interval is empty)
stack traceback:
[C]: in function 'random'
__pycoalprocessing__/scripts/resource-generation.lua:242: in function 'nonstartspawn'
__pycoalprocessing__/scripts/resource-generation.lua:477: in function 'handler'
__stdlib__/stdlib/event/event.lua:315: in function 'pcall'
__stdlib__/stdlib/event/event.lua:335: in function 'dispatch_event'
__stdlib__/stdlib/event/event.lua:413: in function <__stdlib__/stdlib/event/event.lua:369>
are all the mods up to date and your defently using pyblock? this code shouldnt even be running if pyblock is enabled.super_aardvark wrote: ↑Fri Dec 06, 2019 7:22 amI just started my first PyBlock game, with only the required mods and no others, on Factorio 0.17.79. I saved the game, and now that I'm coming back to it, the game is crashing about 8 seconds after I load it. This happens even if I make no inputs, and also if I stop my two stone furnaces from producing, which are the only things doing anything on the map.
Here's the crash message:
The mod Pyanodons Coal Processing caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pycoalprocessing::on_chunk_generated (ID 12)
__pycoalprocessing__/scripts/resource-generation.lua:242: bad argument #2 of 2 to 'random' (interval is empty)
stack traceback:
[C]: in function 'random'
__pycoalprocessing__/scripts/resource-generation.lua:242: in function 'nonstartspawn'
__pycoalprocessing__/scripts/resource-generation.lua:477: in function 'handler'
__stdlib__/stdlib/event/event.lua:315: in function 'pcall'
__stdlib__/stdlib/event/event.lua:335: in function 'dispatch_event'
__stdlib__/stdlib/event/event.lua:413: in function <__stdlib__/stdlib/event/event.lua:369>
Aha! All my mods were up to date, but I had set the Active Version for pycoal to some much earlier version long ago. I recommend updating PyBlock's dependencies to require newer versions (it requires pycoalprocessing >= 0.3.7, the version I was using was 1.2.something, and the latest version is 1.4.9).kingarthur wrote: ↑Fri Dec 06, 2019 9:36 amare all the mods up to date and your defently using pyblock? this code shouldnt even be running if pyblock is enabled.
In normal PyAL you just fish up some seaweed to get started, can you do that in PyBlock? (Haven't played PyBlock.)super_aardvark wrote: ↑Fri Jul 17, 2020 8:28 pmJust started a new game. Simple Circuit Board requires Seaweed, Seaweed requires a Basic Seaweed Crop Facility MK 00, and that requires Simple Circuit Board. After mining all of the wrecked ship pieces I can see, I don't have any of those things. Am I missing anything?
I had plenty of seaweed in the water a little ways away from my wreckage pieces.super_aardvark wrote: ↑Fri Jul 17, 2020 8:28 pmJust started a new game. Simple Circuit Board requires Seaweed, Seaweed requires a Basic Seaweed Crop Facility MK 00, and that requires Simple Circuit Board. After mining all of the wrecked ship pieces I can see, I don't have any of those things. Am I missing anything?
prettty sure thats from like bobs and this has no compatibility with other overhaul modssuper_aardvark wrote: ↑Fri Jul 17, 2020 8:28 pmJust started a new game. Simple Circuit Board requires Seaweed, Seaweed requires a Basic Seaweed Crop Facility MK 00, and that requires Simple Circuit Board. After mining all of the wrecked ship pieces I can see, I don't have any of those things. Am I missing anything?
Yes that is still a thing. Along with fishesBlokus wrote: ↑Fri Jul 17, 2020 11:45 pmIn normal PyAL you just fish up some seaweed to get started, can you do that in PyBlock? (Haven't played PyBlock.)super_aardvark wrote: ↑Fri Jul 17, 2020 8:28 pmJust started a new game. Simple Circuit Board requires Seaweed, Seaweed requires a Basic Seaweed Crop Facility MK 00, and that requires Simple Circuit Board. After mining all of the wrecked ship pieces I can see, I don't have any of those things. Am I missing anything?
What is? I don't have any mods enabled except Py stuff.kingarthur wrote: ↑Sat Jul 18, 2020 9:50 amprettty sure thats from like bobs and this has no compatibility with other overhaul modssuper_aardvark wrote: ↑Fri Jul 17, 2020 8:28 pmJust started a new game. Simple Circuit Board requires Seaweed, Seaweed requires a Basic Seaweed Crop Facility MK 00, and that requires Simple Circuit Board. After mining all of the wrecked ship pieces I can see, I don't have any of those things. Am I missing anything?
No it isn't and you don't need methonal anywhere in the first two science packs
My bad. Helmod said I need methanol but that the "fuel" for the glassworks. I can change that.kingarthur wrote: ↑Sun Jul 26, 2020 9:08 pmNo it isn't and you don't need methonal anywhere in the first two science packs