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Where can use angel's termal water in PYCP or PYFE? I think this resource can be useful
i can look into it. in all honesty im going to look into rearranging the whole of the pycoal tab into a more organized setup as i dont like the cluttered mesh that it is now anyway. but that will ether be a separate mod or a mod setting if i can get that to workaklesey1 wrote:One more wish to u - can u move calcinate separation recipe, wash kimberlite and wash crude diamonds from PYFE category to PYCP category - i very like order
im not sure yet. i dont see any real use in pycoal for it but it might fit in pyfusion somewhere but im just not that far yet in my new factory with pyfusion.Where can use angel's termal water in PYCP or PYFE? I think this resource can be useful
Crush regolite, crush kimberlite, classify diamonds recipes can be moved tooOne more wish to u - can u move calcinate separation recipe, wash kimberlite and wash crude diamonds from PYFE category to PYCP category - i very like order
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--if not aaiindustry then aaiindustry = {"aai-industry"} end
if mods["aai-industry"] then
require("updates.aai-updates")
require("updates.aai-good-start")
end
if mods["pyfusionenergy"] then
require("prototypes.overrides-Fusion")
end
angelsmods.functions.OV.execute()
-- hide recipes with "angels-void" or "slag" as main product
for name, recipe in pairs(data.raw.recipe) do
if recipe.main_product == "angels-void" or recipe.main_product == "slag" then
log("hide " .. name)
data.raw.recipe[name].hidden = true
end
end
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script.on_event(defines.events.on_player_created, function(event)
local items
items = {
{"burner-turbine", 1},
{"small-electric-pole", 10},
}
local player = game.players[event.player_index]
for i, v in pairs(items) do
player.insert{name = v[1], count = v[2]}
end
end)
I tried to reproduce mega bot start mod https://mods.factorio.com/mods/ZeroSere ... gaBotStartkingarthur wrote:not sure what the issue is. its says it failed on the very first line of the good-start file. something about the script. what are you trying to change? the items given on start of a new game?
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updates
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aai-good-start
Heh, I'm too rushed to enjoy lifeand enjoy life
Pleasant dreamskingarthur wrote:I get some sleep
ive updated the mod to .16. the overrides are working for me. please update and let me know if it still has issuesaklesey1 wrote:Tried to launch this patch 0.165 by editing info.json with new angel's petrochem
........ its working
........ but overriding is broken, may be Arch666Angel changed something in his functions
Ooops, listen, there's no bug from aai industry - its looks like angel's refining changing recipe for science pack 1 when pycp in installedkingarthur wrote:right now pycoal is bugged and isnt replacing the science packs at all and i havnt a clue on how to fix it. so until pycoal is fixed i dont really have anyway to fix any issue from aai on science packs conflicts.
and related to the mineral water issue ya i should be able to just grab a reference to one of the recipes and change the name or something. if nothing else i can just copy the recipe and change the name inside PCTBA
its just a issue from the move to .16. angels mods doesn't affect sci packs. it lists the refining mod because of the change to plates and ore. im sure they are already aware and working on fixing it.aklesey1 wrote:Ooops, listen, there's no bug from aai industry - its looks like angel's refining changing recipe for science pack 1 when pycp in installedkingarthur wrote:right now pycoal is bugged and isnt replacing the science packs at all and i havnt a clue on how to fix it. so until pycoal is fixed i dont really have anyway to fix any issue from aai on science packs conflicts.
and related to the mineral water issue ya i should be able to just grab a reference to one of the recipes and change the name or something. if nothing else i can just copy the recipe and change the name inside PCTBA
And science pack 2 and 3 and 4 also have same problem, oh crap..... i don't like these conflicts
https://yadi.sk/i/kFTQtRXc3QsikE
I reckon that we need to ask Atch666angel or Nexela
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script.on_event(defines.events.on_player_created, function(event)
local items
items = {
{"burner-turbine", 1},
{"small-electric-pole", 10},
}
local player = game.players[event.player_index]
for i, v in pairs(items) do
player.insert{name = v[1], count = v[2]}
end
end)
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script.on_event(defines.events.on_player_created, function(event)
local player = game.players[event.player_index].insert
if game.active_mods["aai-industry"] then
player{name="burner-turbine", count=5}
player{name="small-electric-pole", count=10}
end
end)