pY Fusion Energy - Discussion

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Mella
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Re: [MOD 0.15.x] pY Fusion Energy

Post by Mella »

Not working, i don't why but not working, this not a joke pyanodon, may be there're some mistake with temperature of steam, please can can you show to me how it must work?

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Re: [MOD 0.15.x] pY Fusion Energy

Post by pyanodon »

Mella wrote:Not working, i don't why but not working, this not a joke pyanodon, may be there're some mistake with temperature of steam, please can can you show to me how it must work?
oh boy...here is working great. there´s no problem if the problem only happens with you.

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Re: [MOD 0.15.x] pY Fusion Energy

Post by aklesey1 »

Ok i downloaded 0.1.3 version of pyfe to watch for Mella's problem and all works
But not working with bob's boilers - but why??? I have not replaced the pipes and steam there just the same as everywhere else! Oh boy that's looks stupid :evil: , we need to ask for bobingabout for explanation :?: Bob's boilers give the temperature of the steam is higher in 2 times! why is not working?
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pyanodon
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Re: [MOD 0.15.x] pY Fusion Energy

Post by pyanodon »

aklesey1 wrote:Ok i downloaded 0.1.3 version of pyfe to watch for Mella's problem and all works
But not working with bob's boilers - but why??? I have not replaced the pipes and steam there just the same as everywhere else! Oh boy that's looks stupid :evil: , we need to ask for bobingabout for explanation :?: Bob's boilers give the temperature of the steam is higher in 2 times! why is not working?
Dudes....lets learn to pay attention to the game information. If you pass mouse over the bob´s boilers you will notice each one produces different steam temperatures...how do you guys think they are more efficient? So, the recipe demands a specific temperature, provide it and it will work. Also, the pipes must be new, if there´s any steam left inside it from other boilers, it will affect temperature.
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Mella
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Re: [MOD 0.15.x] pY Fusion Energy

Post by Mella »

Ok thanks i'll use vanilla boliers, but ill ask again
Mella wrote: What means label in your recipes from power house - p to 1000 c, up to 800 c, up to 600 c and etc
The higher level the recipe, the higher the heating?
And why i can't use steam from powerhouse?

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Re: [MOD 0.15.x] pY Fusion Energy

Post by donoya »

Mella wrote:Ok thanks i'll use vanilla boliers, but ill ask again
Mella wrote: What means label in your recipes from power house - p to 1000 c, up to 800 c, up to 600 c and etc
The higher level the recipe, the higher the heating?
And why i can't use steam from powerhouse?
You can turn it into water in the cooling tower.

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Re: [MOD 0.15.x] pY Fusion Energy

Post by Qglr »

Hello Community,

nice mod!!! it really looks very interesting =)
I would like to play it in multiplayer with a friend.
We have a actual vanilla game with about 45h.
Therefor I have a few questions:
- does the mod work in multiplayer games?
- do I have to start a new game, because of the new ores? We nicely would integrate the mod in our progressed game.
- are there any performance issues in mega bases? We want the play the actual session “a bit” longer.
a wise man always has more questions than answers
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Re: [MOD 0.15.x] pY Fusion Energy

Post by pyanodon »

Qglr wrote:Hello Community,

nice mod!!! it really looks very interesting =)
I would like to play it in multiplayer with a friend.
We have a actual vanilla game with about 45h.
Therefor I have a few questions:
- does the mod work in multiplayer games?
- do I have to start a new game, because of the new ores? We nicely would integrate the mod in our progressed game.
- are there any performance issues in mega bases? We want the play the actual session “a bit” longer.

- yes, im actually playing it in multiplayer pretty well. All pymods can be played in multiplayer.
- I reccomend start a new game.
- pYmods are intensive, i never run it with thousands of buildings, but in a average modern pc it should be fine.
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chrisdec
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Re: [MOD 0.15.x] pY Fusion Energy

Post by chrisdec »

hi pyanodon,
a question are you planning to convert this mod and the other 2 mods to 0.16?
thanks in advance

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Re: [MOD 0.15.x] pY Fusion Energy

Post by pyanodon »

chrisdec wrote:hi pyanodon,
a question are you planning to convert this mod and the other 2 mods to 0.16?
thanks in advance
Yes.
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Re: [MOD 0.15.x] pY Fusion Energy

Post by chrisdec »

pyanodon wrote:
chrisdec wrote:hi pyanodon,
a question are you planning to convert this mod and the other 2 mods to 0.16?
thanks in advance
Yes.
woohoo
when do you think it will be changed?

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Re: [MOD 0.15.x] pY Fusion Energy

Post by aklesey1 »

Py mods are based on bob's mods so its must be updated first
I advise patience because after update many modders updating their mods for some time bcuz there're was really serious updated as it was with 0.12, 0.13, 0.14, 0.15 and etc
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chrisdec
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Re: [MOD 0.15.x] pY Fusion Energy

Post by chrisdec »

aklesey1 wrote:Py mods are based on bob's mods so its must be updated first
I advise patience because after update many modders updating their mods for some time bcuz there're was really serious updated as it was with 0.12, 0.13, 0.14, 0.15 and etc
correct me iff im wrong
this mod has no dependencies on bob's mods but requires it to run?(why)
and also i dont have any mods installed from bob's or angels and the 3 mods runs great on 0.15.x
for the moment im sticking to 0.15 untill it has changed

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Re: [MOD 0.15.x] pY Fusion Energy

Post by pyanodon »

chrisdec wrote: correct me iff im wrong
this mod has no dependencies on bob's mods but requires it to run?(why)
and also i dont have any mods installed from bob's or angels and the 3 mods runs great on 0.15.x
for the moment im sticking to 0.15 untill it has changed
The mod doesnt need bobs, but works great with it. So, we must update to work in both scenarios. We recommend you stay in 0.15 until we release a 0.16 version.
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Re: [MOD 0.15.x] pY Fusion Energy

Post by aklesey1 »

Purely in theory it can work with Angel's mods, but pyanodon didn't like when his creation is trying to give new properties and features from incompatible mods and i understand gim - bcuz its too many work to make his own creation and adapt it to all these another mods

And question - have u plans to change something in rocket launching, components or something?
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Re: [MOD 0.15.x] pY Fusion Energy

Post by pyanodon »

Mod updated to 0.16! :)
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Re: [MOD 0.16.x] pY Fusion Energy

Post by AzraelSorrow »

I run a very bare bones portion of Bob's mods having things as mostly vanilla but more modular thanks to Bob's mod. I only use Bob's Power, Modules, Mining, Logistics, Tech, and Assembly. None of these add any of the ores/plates/etc and keep everything very vanilla, but a bit enhanced. Is it possible to have this mod run off of a set up like that just like it works off vanilla? I honestly just assumed it would as there isn't a reason I can think of that I shouldn't, but it doesn't.

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Re: [MOD 0.16.x] pY Fusion Energy

Post by pyanodon »

AzraelSorrow wrote:I run a very bare bones portion of Bob's mods having things as mostly vanilla but more modular thanks to Bob's mod. I only use Bob's Power, Modules, Mining, Logistics, Tech, and Assembly. None of these add any of the ores/plates/etc and keep everything very vanilla, but a bit enhanced. Is it possible to have this mod run off of a set up like that just like it works off vanilla? I honestly just assumed it would as there isn't a reason I can think of that I shouldn't, but it doesn't.

for now this mod or run with all bobs main mods or without any of them. using the ones you said wont have much difference. But i think it wouldnt run without plates and ores.
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Re: [MOD 0.16.x] pY Fusion Energy

Post by AzraelSorrow »

So, there's no way I can get this to work even though I'm not running Bob's mods that add non-vanilla things that this mod uses? Like Carbon for example. I get an error saying it's a nil value when I try to run it, but none of my mods add carbon, so why is it an issue if this mod can run on vanilla without carbon?

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Re: [MOD 0.16.x] pY Fusion Energy

Post by pyanodon »

AzraelSorrow wrote:So, there's no way I can get this to work even though I'm not running Bob's mods that add non-vanilla things that this mod uses? Like Carbon for example. I get an error saying it's a nil value when I try to run it, but none of my mods add carbon, so why is it an issue if this mod can run on vanilla without carbon?
if you´re not using any bob´s, it will run as vanilla. Dunno about compatibility with other mods.
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