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Re: pY Alien Life - Discussion

Posted: Sun Sep 26, 2021 1:03 pm
by pyanodon
factoriogame1121 wrote:
Fri Sep 24, 2021 2:42 pm
pyanodon wrote:
Sun Oct 18, 2020 11:28 pm
Image

We´ve been working a lot here behind the curtains. New features in the next releases. :)
Hello
I didn't seem to notice this yet in the game.
Will this develop?
It will be in the new release.We removed due bugs in the current version.

Re: pY Alien Life - Discussion

Posted: Sun Sep 26, 2021 1:03 pm
by pyanodon
AndrewSkier wrote:
Fri Sep 24, 2021 6:00 pm
when is the next version coming?

I'd be happy to help test. Have quite a bit of PY experience with many playthroughs.
Soon tm. Probably in the end of year

Re: pY Alien Life - Discussion

Posted: Thu Sep 30, 2021 2:10 pm
by factoriogame1121
Hello. Please tell me. The recipe for Nexelite Ore from Liquid Waste lists two opening technologies: Coal Treatment 2 and Nexelite Treatment. Are they required at the same time, or will any of them unlock this recipe? If they are required at the same time, then at this point a dead end arises.

Re: pY Alien Life - Discussion

Posted: Thu Sep 30, 2021 5:52 pm
by fractalman
Liquid waste? You mean tailings?

You only need one research to get raw nexelit from tailings

Re: pY Alien Life - Discussion

Posted: Thu Oct 07, 2021 10:44 pm
by Pridesfall
Maybe it's intended but the Schrodinger antelope enclosure works without needing an animal module inside. It also lets you add speed modules, so with 2 speed module 2's you can make antelope in 2 hours. Yea, it's a long time, although not really that long in this mod, but it also means you can bypass needing to create tritium.

Re: pY Alien Life - Discussion

Posted: Mon Oct 11, 2021 7:57 am
by fractalman
That works for a lot of animal pens. Probably all of them and all plantations, technically, though the latter usually also uses seeds or spores in the recipe.

Re: pY Alien Life - Discussion

Posted: Sat Oct 16, 2021 12:02 am
by pyanodon
the bug of putting speed modules in farm buildings will be fixed in the next release.

Re: pY Alien Life - Discussion

Posted: Fri Dec 03, 2021 6:56 am
by Rolz
okay Hi everyone. Sorry first post and asking dumb questions. After reading and watching videos i have no choice but to seek assistance. Forgive me if this is the wrong section.

okay its about niobium ore , i cannot seem to mine those ore rocks that look like iron from the ground. I found that you need a ground boar machine WITH the upgrades that have the ability to mine it...however that is locked away in lvl2 tier upgrades with red chips - in which i need niobium ore to make the red chips from red optic fiber in the first place. Is there any other way. What mines the ore patch? what have i missed.

I guess i was an idiot for not loading up those other mods that tell you what you needed.. how stupid i was thinking i could wing it. Someone please put my misery to rest. Thank you. Brilliant mod btw about 30 hours in.

Re: pY Alien Life - Discussion

Posted: Fri Dec 03, 2021 2:14 pm
by immortal_sniper1
Rolz wrote:
Fri Dec 03, 2021 6:56 am
okay Hi everyone. Sorry first post and asking dumb questions. After reading and watching videos i have no choice but to seek assistance. Forgive me if this is the wrong section.

okay its about niobium ore , i cannot seem to mine those ore rocks that look like iron from the ground. I found that you need a ground boar machine WITH the upgrades that have the ability to mine it...however that is locked away in lvl2 tier upgrades with red chips - in which i need niobium ore to make the red chips from red optic fiber in the first place. Is there any other way. What mines the ore patch? what have i missed.

I guess i was an idiot for not loading up those other mods that tell you what you needed.. how stupid i was thinking i could wing it. Someone please put my misery to rest. Thank you. Brilliant mod btw about 30 hours in.
there is a niobium mine , u get it if u press q when u hover over the ore patch and it operates useing refined syngas and drill heads as fuel
u tshould have this type of mine unlocked

Re: pY Alien Life - Discussion

Posted: Fri Dec 03, 2021 10:37 pm
by BlueTemplar
Yeah, the Ground Borer allows you to extract *any* (?) ore (if teched up high enough) from *anywhere*, not just from actual ore patches. While the normal Niobium Mine is unlocked by the green science Coal processing 2.

Re: pY Alien Life - Discussion

Posted: Sat Dec 04, 2021 12:17 am
by Rolz
Thanks for the replies, much appropriated :mrgreen: now it all makes sense. it was those block ore types after all damn... I had logically assumed those patches would be picked up by something easier then having to find those ore mining blocks. I have just not come across them yet.

thanks heaps!

Re: pY Alien Life - Discussion

Posted: Sat Dec 18, 2021 8:20 am
by asfoitio
I have some questions. Do moss-mk03 and moss-mk04 have no recipe?

Re: pY Alien Life - Discussion

Posted: Sat Dec 18, 2021 11:08 am
by kingarthur
asfoitio wrote:
Sat Dec 18, 2021 8:20 am
I have some questions. Do moss-mk03 and moss-mk04 have no recipe?
currently yes

Re: pY Alien Life - Discussion

Posted: Tue Feb 01, 2022 1:00 pm
by BEELINEUA
Good afternoon engineers!
Technological upgrade does not work, for example, the second technology in the creature chamber for neural fusion is selected, but it does not give any bonuses.
And after the reboot, the green select button is lit red as if I didn’t select anything, and I can’t press it again.
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Re: pY Alien Life - Discussion

Posted: Tue Feb 22, 2022 5:34 pm
by couchinator
I am also having problems with the tech upgrades, specifically the Research Center prod upgrade. It applies the productivity bonus to the py science pack and the cottongut red one, but not the other recipies that show up under coal processing. The building shows the prod bonus until you select a recipe then it disappears.

Thanks

Re: pY Alien Life - Discussion

Posted: Wed Feb 23, 2022 1:39 am
by pyanodon
its being solved :)

Re: pY Alien Life - Discussion

Posted: Mon May 09, 2022 2:28 pm
by JokerJC
It is hoped that the production of arithmetic operators, judgment operators and other equipment will be advanced to Red Bottle Technology, so that it can be used to control the automatic and precise production of various biological DNA samples and behavioral data.

Re: pY Alien Life - Discussion

Posted: Wed Aug 03, 2022 5:07 am
by factoriogame1121
Finally, I took a short (month) vacation and decided to try to play these impressive mods (without AE).
Guys, this is just amazing. I enjoy every step. This is so amazing that there are simply no words. I'm just in a highly intellectual aesthetic trance. This is simply the best thing I have ever seen in my life.

Re: pY Alien Life - Discussion

Posted: Wed Aug 03, 2022 11:29 pm
by pyanodon
factoriogame1121 wrote:
Wed Aug 03, 2022 5:07 am
Finally, I took a short (month) vacation and decided to try to play these impressive mods (without AE).
Guys, this is just amazing. I enjoy every step. This is so amazing that there are simply no words. I'm just in a highly intellectual aesthetic trance. This is simply the best thing I have ever seen in my life.
Woa..thank you! Im glad you enjoyed our mods that much. :D :D

Re: pY Alien Life - Discussion

Posted: Sat Sep 17, 2022 12:20 pm
by Pan Jaszczomp
Might be slightly unrelated to AL, but i'm not sure where to post it to get some dev attention.

I'm ~200h in, playing WITHOUT AL (currently working towards blue chips) and I've been wondering if i'm supposed to be able to make MK2 and further of plantations (fawogae, ralesia etc) (without AL) - they show up in FNEI, but i can't seem to be able to make them and there is no tech that would allow that. Is that on purpose or is it a bug?

If it is a bug I'm willing to make a pull request with fix - it's mildly annoying (0.3 crafting speed on MK1 ralesia and fawogae) but nothing too serious - I just have a LOT of fawogae MK1.

Thanks for your attention :) and thanks for making such an amazing mod, i've been really enjoying it - makes the game feel all new again - I feel like i might be able to actually finish it (again, no AL... yet)

PS there are also some missing strings for labels in the mod combo I'm playing (everything but AL/AE) - could fix those as well if you're interested