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Re: pY Alien Life - Discussion

Posted: Fri Feb 21, 2020 5:36 pm
by pyanodon
empty farms dont work

Re: pY Alien Life - Discussion

Posted: Fri Feb 21, 2020 6:55 pm
by valneq
pyanodon wrote:
Fri Feb 21, 2020 5:36 pm
empty farms dont work
I believe adding this kind of information to the entity/item descriptions in the tooltips for both the farms and the animals/plants will help people to understand what is going on.

Please note: I have not played pyAL yet, but from the mere amount of confusion I deduce this is not explained in the tooltips. Or people just don't read tooltips – but then there is hardly anything that pyanodon can do to reduce the confusion

Re: pY Alien Life - Discussion

Posted: Fri Feb 21, 2020 7:54 pm
by ZombieMooose
Makes sense to me ranches without animals wouldn't work.

Re: pY Alien Life - Discussion

Posted: Fri Feb 21, 2020 8:20 pm
by magals
valneq wrote:
Fri Feb 21, 2020 6:55 pm
pyanodon wrote:
Fri Feb 21, 2020 5:36 pm
empty farms dont work
I believe adding this kind of information to the entity/item descriptions in the tooltips for both the farms and the animals/plants will help people to understand what is going on.

Please note: I have not played pyAL yet, but from the mere amount of confusion I deduce this is not explained in the tooltips. Or people just don't read tooltips – but then there is hardly anything that pyanodon can do to reduce the confusion
can change the icon of the standard module to the icon with the beast, then the thought may arise what is the problem

Re: pY Alien Life - Discussion

Posted: Fri Feb 21, 2020 8:25 pm
by pyanodon
valneq wrote:
Fri Feb 21, 2020 6:55 pm
I believe adding this kind of information to the entity/item descriptions in the tooltips for both the farms and the animals/plants will help people to understand what is going on.

Please note: I have not played pyAL yet, but from the mere amount of confusion I deduce this is not explained in the tooltips. Or people just don't read tooltips – but then there is hardly anything that pyanodon can do to reduce the confusion
Its on mod description, it should be enough. I can put that all around the mod and people still wont read it, its not a game problem, its an user problem.

Re: pY Alien Life - Discussion

Posted: Fri Feb 21, 2020 8:26 pm
by pyanodon
magals wrote:
Fri Feb 21, 2020 8:20 pm
can change the icon of the standard module to the icon with the beast, then the thought may arise what is the problem
Yeah...do that and send me the code plz. :)

Re: pY Alien Life - Discussion

Posted: Fri Feb 21, 2020 8:52 pm
by magals
pyanodon wrote:
Fri Feb 21, 2020 8:26 pm
magals wrote:
Fri Feb 21, 2020 8:20 pm
can change the icon of the standard module to the icon with the beast, then the thought may arise what is the problem
Yeah...do that and send me the code plz. :)
I think you have already tried to do this)

Re: pY Alien Life - Discussion

Posted: Sat Feb 22, 2020 6:11 pm
by magals
Atomiser not have recipe for remodeling Blood -> Urea

https://prnt.sc/r67ela

Re: pY Alien Life - Discussion

Posted: Sat Feb 22, 2020 6:29 pm
by pyanodon
It has.

Re: pY Alien Life - Discussion

Posted: Sat Feb 22, 2020 7:15 pm
by magals
pyanodon wrote:
Sat Feb 22, 2020 6:29 pm
It has.
where?

https://www.youtube.com/watch?v=omtu9m9-1hE

Re: pY Alien Life - Discussion

Posted: Sat Feb 22, 2020 8:40 pm
by safron7979
Hey! Is there a Russian translation?

Re: pY Alien Life - Discussion

Posted: Sat Feb 22, 2020 9:14 pm
by magals
safron7979 wrote:
Sat Feb 22, 2020 8:40 pm
Hey! Is there a Russian translation?
players make the transfer on a voluntary basis

Re: pY Alien Life - Discussion

Posted: Sun Feb 23, 2020 1:54 am
by magals
exception https://www.youtube.com/watch?v=WSODD_lsV5k

when open the factory and clean it

Re: pY Alien Life - Discussion

Posted: Sun Feb 23, 2020 2:15 am
by kingarthur
magals wrote:
Sun Feb 23, 2020 1:54 am
exception https://www.youtube.com/watch?v=WSODD_lsV5k

when open the factory and clean it
ok. what version are you using as the line numbers given in that error message do not match with anything that could have caused that error.

ill see if i can reproduce it on my end as it might have already been corrected

Re: pY Alien Life - Discussion

Posted: Sun Feb 23, 2020 9:24 am
by magals
kingarthur wrote:
Sun Feb 23, 2020 2:15 am
magals wrote:
Sun Feb 23, 2020 1:54 am
exception https://www.youtube.com/watch?v=WSODD_lsV5k

when open the factory and clean it
ok. what version are you using as the line numbers given in that error message do not match with anything that could have caused that error.

ill see if i can reproduce it on my end as it might have already been corrected
Pyanodons AlienLife Version 1.2.1
Factorio 18.6

Re: pY Alien Life - Discussion

Posted: Sun Feb 23, 2020 9:31 am
by kingarthur
magals wrote:
Sun Feb 23, 2020 9:24 am
kingarthur wrote:
Sun Feb 23, 2020 2:15 am
magals wrote:
Sun Feb 23, 2020 1:54 am
exception https://www.youtube.com/watch?v=WSODD_lsV5k

when open the factory and clean it
ok. what version are you using as the line numbers given in that error message do not match with anything that could have caused that error.

ill see if i can reproduce it on my end as it might have already been corrected
Pyanodons AlienLife Version 1.2.1
Factorio 18.6
Ya idk when the code changed but I was able to recreate the issue, fix it and confirm its fixed

Re: pY Alien Life - Discussion

Posted: Sun Feb 23, 2020 10:57 am
by Kino_
Having quite a bit of fun with this mod on top of the rest of PyMods and I'd never thought that I'd be tearing my hair out over just trying to get manure to automate circuits :)

One question, it seems that the kicalk early game is almost useless. Unless I've done my math wrong it takes about 4x more power to get raw fiber from kicalk rather than from just wood. It doesn't seem like there is any other use for it currently so I'm just wondering why I can get it so early when it doesn't seem to provide any benefits until much later in the game.

This is including using the buildings correcly with the kicalk modules.

Re: pY Alien Life - Discussion

Posted: Sun Feb 23, 2020 11:22 am
by mxpal
Kino_ wrote:
Sun Feb 23, 2020 10:57 am
Having quite a bit of fun with this mod on top of the rest of PyMods and I'd never thought that I'd be tearing my hair out over just trying to get manure to automate circuits :)

One question, it seems that the kicalk early game is almost useless. Unless I've done my math wrong it takes about 4x more power to get raw fiber from kicalk rather than from just wood. It doesn't seem like there is any other use for it currently so I'm just wondering why I can get it so early when it doesn't seem to provide any benefits until much later in the game.

This is including using the buildings correcly with the kicalk modules.
agreed. just found that out too and i realized the same with ulrics. Before pyAL ulric is the way to mass produce bone meal, but this time auog is much more efficient and theres no use for ulric in early game (its unobtainable due to alien sample 02 requirement anyway), may be its only useful when bone morphogenetic proteins is unlocked but its for late game. not sure why ulric tech is unlocked so early. a trap for us perhaps? :roll:

Re: pY Alien Life - Discussion

Posted: Sun Feb 23, 2020 1:45 pm
by ToastStorm
mxpal wrote:
Sun Feb 23, 2020 11:22 am

agreed. just found that out too and i realized the same with ulrics. Before pyAL ulric is the way to mass produce bone meal, but this time auog is much more efficient and theres no use for ulric in early game (its unobtainable due to alien sample 02 requirement anyway), may be its only useful when bone morphogenetic proteins is unlocked but its for late game. not sure why ulric tech is unlocked so early. a trap for us perhaps? :roll:
Yup I fell for that trap too, it looks like every animal unlocked at red science, except auogs and the cocoon things, requires sample 2. Feels like it should be sample 1 as that still requires auogs to make, giving the progression, but still staying in the red science zone.

I'm curious why you say auogs are more efficient though, to me it looks like ulrics give more bonemeal and produce themselves quicker (at full modules), but I may be missing something?

Re: pY Alien Life - Discussion

Posted: Sun Feb 23, 2020 2:00 pm
by mxpal
ToastStorm wrote:
Sun Feb 23, 2020 1:45 pm

Yup I fell for that trap too, it looks like every animal unlocked at red science, except auogs and the cocoon things, requires sample 2. Feels like it should be sample 1 as that still requires auogs to make, giving the progression, but still staying in the red science zone.

I'm curious why you say auogs are more efficient though, to me it looks like ulrics give more bonemeal and produce themselves quicker (at full modules), but I may be missing something?
its because you need ralesia for ulrics which is way more expensive than moss and biomass for auog (using the basic recipe) in early game. The version requiring ulric food may be better, but the space and building cost of the chain still does not offer a big advantage, and may not be worth it until you have a healthy supply of building mats.