If your referring to the ones in the turd they was temporarily removed as they didn't work right while I'm fixing it.
pY Alien Life - Discussion
Moderator: pyanodon
-
- Smart Inserter
- Posts: 1462
- Joined: Sun Jun 15, 2014 11:39 am
- Contact:
Re: pY Alien Life - Discussion
Is it okey that the caged auogs and caged ulrics have stack size 500?
Another caged animals have stack size 50
And stack size of empty cages is 50
Another caged animals have stack size 50
And stack size of empty cages is 50
Re: pY Alien Life - Discussion
all to be balanced in the next big release that will break everything.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Alien Life - Discussion
Hi PY team do u planning some solutions to clean pollution somehow?
Nickname on ModPortal - Naron79
Re: pY Alien Life - Discussion
Pollution can always be cleared using farms for now.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Alien Life - Discussion
With the upcoming big release, will the space science be adjusted so it can be made in quantity? With latest update my current base no longer makes space science and I was hoping to fix and expand that but if I am not mistaken the current recipe for space science is quite expensive. Mainly dealing with the antelopes and the fact that they don't scale up like most every other process with MK 02-04 buildings and more powerful modules.
-
- Inserter
- Posts: 29
- Joined: Mon May 04, 2020 6:48 pm
- Contact:
Re: pY Alien Life - Discussion
oh no. Every big update I "have" to restart my base to as it's easier to clean-up my messy base and now I'm doing so well on my current one and will have to restart again!
Is there a preview of features and breaking changes somewhere? Looking forward to fresh new start.
-
- Manual Inserter
- Posts: 4
- Joined: Wed Nov 07, 2018 2:00 am
- Contact:
Re: pY Alien Life - Discussion
I have run into the same issue with Auog Paddocks. Has anyone come across any workarounds?
Re: pY Alien Life - Discussion
User /editor and create this Lua snippet, based on the built in trees to biters example.SwiftVanCity wrote: ↑Sat May 22, 2021 6:43 pmI have run into the same issue with Auog Paddocks. Has anyone come across any workarounds?
Then drag a box around the area you can't build in due to the beacons. Be careful not to cover any existing buildings as if you were to delete a beacon for a building that has an active T.U.R.D. you will not just lose the bonus, but I have no idea what may happen if you went to remove that building at some later date.local surface = game.player.surface
local entities = surface.find_entities_filtered{area = area, name={"hidden-beacon"}}
for k, beacon in pairs(entities) do
beacon.destroy()
end
-
- Smart Inserter
- Posts: 1462
- Joined: Sun Jun 15, 2014 11:39 am
- Contact:
Re: pY Alien Life - Discussion
assuming i correctly added error handling nothing as itll just skip over a missing beacon. if not yell at me.Zanthra wrote: ↑Sat May 22, 2021 7:44 pm
Then drag a box around the area you can't build in due to the beacons. Be careful not to cover any existing buildings as if you were to delete a beacon for a building that has an active T.U.R.D. you will not just lose the bonus, but I have no idea what may happen if you went to remove that building at some later date.
-
- Manual Inserter
- Posts: 4
- Joined: Wed Nov 07, 2018 2:00 am
- Contact:
Re: pY Alien Life - Discussion
Thanks!User /editor and create this Lua snippet, based on the built in trees to biters example.
Then drag a box around the area you can't build in due to the beacons. Be careful not to cover any existing buildings as if you were to delete a beacon for a building that has an active T.U.R.D. you will not just lose the bonus, but I have no idea what may happen if you went to remove that building at some later date.local surface = game.player.surface
local entities = surface.find_entities_filtered{area = area, name={"hidden-beacon"}}
for k, beacon in pairs(entities) do
beacon.destroy()
end
Re: pY Alien Life - Discussion
It seems that sea sponge cultures does not require an initial sea sponge, as is usual in other farms: https://prnt.sc/1cblory
Notice the absence of any "Number of effect sources" (i.e. no sponges in there) in conjunction with "Working" instead of "Disabled by script".
Not that I really mind of course, but it is inconsistent which is tough for my OCD and as any factorio player knows, it is unplayable after that.
Notice the absence of any "Number of effect sources" (i.e. no sponges in there) in conjunction with "Working" instead of "Disabled by script".
Not that I really mind of course, but it is inconsistent which is tough for my OCD and as any factorio player knows, it is unplayable after that.
Re: pY Alien Life - Discussion
I have question about recipe time in neuroprocessor recipe
It tooks only 2 seconds, when it consumes 11 components - i'm playing with full py mods + pyBlock
2 seconds is VERY VERY fast considering that the empty neuromorphic chip 15 seconds already and neuromorphic chip tooks 10 seconds
neuroprocessor is very complex item? how it could be crafted so fast? may be it must took 10 seconds?
It tooks only 2 seconds, when it consumes 11 components - i'm playing with full py mods + pyBlock
2 seconds is VERY VERY fast considering that the empty neuromorphic chip 15 seconds already and neuromorphic chip tooks 10 seconds
neuroprocessor is very complex item? how it could be crafted so fast? may be it must took 10 seconds?
Nickname on ModPortal - Naron79
Re: pY Alien Life - Discussion
a giant hitech building will just format and install a new OS into the chips. Its fastaklesey1 wrote: ↑Sun Sep 12, 2021 1:33 pmI have question about recipe time in neuroprocessor recipe
It tooks only 2 seconds, when it consumes 11 components - i'm playing with full py mods + pyBlock
2 seconds is VERY VERY fast considering that the empty neuromorphic chip 15 seconds already and neuromorphic chip tooks 10 seconds
neuroprocessor is very complex item? how it could be crafted so fast? may be it must took 10 seconds?
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
-
- Long Handed Inserter
- Posts: 80
- Joined: Fri Aug 05, 2016 10:07 pm
- Contact:
Re: pY Alien Life - Discussion
Mukmoux manure-
I noticed that there is a lack of better mukmoux manure recipes amongst the more advanced mukmoux research options (iirc mukmoux 2, 3, and 4). Is this
1. intentional, and they will never have additional manure recipes
2. something that will be added with a big future update,
3. or something wrong with the combination of mods/settings for the mods I have?
FNEI does not appear to have any hidden versions of these reipes showing anywhere.
The net result appears to be that mukmoux actually winds up overshadowed by auogs etc. once you get further down the research tree.
Colons and diarhea appear to correctly upgrade all manure recipes, however. There just is a relative lack of mukmoux recipes as you advance.
I noticed that there is a lack of better mukmoux manure recipes amongst the more advanced mukmoux research options (iirc mukmoux 2, 3, and 4). Is this
1. intentional, and they will never have additional manure recipes
2. something that will be added with a big future update,
3. or something wrong with the combination of mods/settings for the mods I have?
FNEI does not appear to have any hidden versions of these reipes showing anywhere.
The net result appears to be that mukmoux actually winds up overshadowed by auogs etc. once you get further down the research tree.
Colons and diarhea appear to correctly upgrade all manure recipes, however. There just is a relative lack of mukmoux recipes as you advance.
-
- Smart Inserter
- Posts: 1462
- Joined: Sun Jun 15, 2014 11:39 am
- Contact:
Re: pY Alien Life - Discussion
4. Theres been significant changes and the old recipes will no longer exist so that issue will probably go away.fractalman wrote: ↑Fri Sep 24, 2021 12:50 amMukmoux manure-
I noticed that there is a lack of better mukmoux manure recipes amongst the more advanced mukmoux research options (iirc mukmoux 2, 3, and 4). Is this
1. intentional, and they will never have additional manure recipes
2. something that will be added with a big future update,
3. or something wrong with the combination of mods/settings for the mods I have?
FNEI does not appear to have any hidden versions of these reipes showing anywhere.
The net result appears to be that mukmoux actually winds up overshadowed by auogs etc. once you get further down the research tree.
Colons and diarhea appear to correctly upgrade all manure recipes, however. There just is a relative lack of mukmoux recipes as you advance.
-
- Long Handed Inserter
- Posts: 80
- Joined: Fri Aug 05, 2016 10:07 pm
- Contact:
Re: pY Alien Life - Discussion
Ah, so itll be fixed when/if we update?
Thanks!
Thanks!
-
- Long Handed Inserter
- Posts: 92
- Joined: Mon Dec 02, 2019 6:31 pm
- Contact:
-
- Inserter
- Posts: 29
- Joined: Mon May 04, 2020 6:48 pm
- Contact:
Re: pY Alien Life - Discussion
when is the next version coming?
I'd be happy to help test. Have quite a bit of PY experience with many playthroughs.
I'd be happy to help test. Have quite a bit of PY experience with many playthroughs.