pY Industry - Discussion

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pyanodon
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pY Industry - Discussion

Post by pyanodon »

Image

Description:
  • Add several storage tanks, tiles, walls, storages and pipes to the game.
    Will be constantly update to add more stuff compatible with pY mods.
    Fully compatible with Bob´s mods and other major mods.
Details:
  • Factorio Version: 0.17.x
  • Version: 1.0.15
  • License: CC BY-NC-ND 4.0
  • Tags: tanks
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Big thanks to Nexela for the amazing help Nexela is doing. This mod couldnt be real without his hard work2
Change Log
Last edited by pyanodon on Sat Feb 24, 2018 12:41 pm, edited 4 times in total.
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aklesey1
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Re: [MOD 0.15.x] pY Industry

Post by aklesey1 »

Thanks pyanodon nice work! it'll core for all mods system? Right? Or it will be one of the several important mods?
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Nexela
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Re: [MOD 0.15.x] pY Industry

Post by Nexela »

This mod is %100 standalone. The other PyMods are not needed to use it. You can even use the other Py Mods without this mod (but you will miss out on some really useful stuff!!!)

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Re: [MOD 0.15.x] pY Industry

Post by pyanodon »

MOD updated. That should be working fine now. :)
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Re: [MOD 0.15.x] pY Industry

Post by pyanodon »

Poll Running in the PYFE thread! Please vote to help decide the next path :D
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Re: [MOD 0.15.x] pY Industry

Post by aklesey1 »

Thanks for new shed's and storehouses
How to program the chest to install the filter for item's like in wagons? Ohhh it could be really awesome to have ideal order in my warehouses for megabases :mrgreen:
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Re: [MOD 0.15.x] pY Industry

Post by foodfactorio »

cool, 2 new mods from py :)

i currently have my main game i started fresh with PyCoal (the one i was posting status updates in the pycoal thread) :) which is still in progress....
do you know if i can install PYFE and this new PYind mods and still be able to continue my existing game? (i have expanded quite a bit since then lol) :)
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256

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Re: [MOD 0.15.x] pY Industry

Post by pyanodon »

foodfactorio wrote:cool, 2 new mods from py :)

i currently have my main game i started fresh with PyCoal (the one i was posting status updates in the pycoal thread) :) which is still in progress....
do you know if i can install PYFE and this new PYind mods and still be able to continue my existing game? (i have expanded quite a bit since then lol) :)
I always recommend start a fresh game. But i think you can add pYfusion if you didnt reach the production science level yet. Maybe it will have problem with the resource generation.
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foodfactorio
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Re: [MOD 0.15.x] pY Industry

Post by foodfactorio »

thanks for the info, sorry for the delay.
ill do some backups and then try it out, and can always start a fresh game (learning from the previous one too) :)
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256

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Re: [MOD 0.15.x] pY Industry

Post by HammerPiano »

I love your gfx, they are so awesome!
I have a suggestion:
Both this mod and dectorio are adding walls, floors and more, so I am suggesting that you add a mods setting for each category (walls, floors...) that I can disable. Cause there are duplicates.

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Re: [MOD 0.15.x] pY Industry

Post by kingarthur »

i think i might have found a bug or at least what i hope is a bug. the 7000L tank only connects on the right and bottom. it wont rotate to the left or top

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Re: [MOD 0.15.x] pY Industry

Post by pyanodon »

kingarthur wrote:i think i might have found a bug or at least what i hope is a bug. the 7000L tank only connects on the right and bottom. it wont rotate to the left or top
Hahaa not a bug. Game limitation. Storage tanks can only rotate twice. :(
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Re: [MOD 0.15.x] pY Industry

Post by kingarthur »

damn. i figured the graphic wasn't going to rotate just didn't expect the pipes to not connect. oh well. minor issue just used the bigger tank and moved on anyway. got so much stuff to build and i haven't even gotten science 1 automated yet.

also is the warehouse and storehouse meant to be the same as the warehouse and storehouse from the warehousing mod? cause right now ive got both and its got duplicated tech and crafting recipes and the exact same storage and floor space just one is using your graphic. just wondering because if so i can disable the other as its unnecessary

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Re: [MOD 0.15.x] pY Industry

Post by pyanodon »

kingarthur wrote:damn. i figured the graphic wasn't going to rotate just didn't expect the pipes to not connect. oh well. minor issue just used the bigger tank and moved on anyway. got so much stuff to build and i haven't even gotten science 1 automated yet.

also is the warehouse and storehouse meant to be the same as the warehouse and storehouse from the warehousing mod? cause right now ive got both and its got duplicated tech and crafting recipes and the exact same storage and floor space just one is using your graphic. just wondering because if so i can disable the other as its unnecessary
Yes, you can disable. :)
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Re: [MOD 0.15.x] pY Industry

Post by chrisdec »

just asking is this mod coming to 0.16?
ive seen that you updated the other mods to 0.16 thanks for this :D

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Re: [MOD 0.15.x] pY Industry

Post by Nexela »

Hopefully tonight. We had a few last minute bugs creep up!

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Re: [MOD 0.15.x] pY Industry

Post by pyanodon »

pyIndustry updated for 0.16! with some cool new features. Now with fluid and gas voids to you dispose any unwanted fluid or gas. Also we bring some valves to help control it all :D another amazing addition from Nexela

- The Burner isnt working yet, so we KNOW that...no need to remember us :D
- The overflow and underflow valves will get an arrow since they are directional. if not "working" just rotate it. Will come in the next update with a functional burner.
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Re: [MOD 0.16.x] pY Industry

Post by Ashprinny »

Found a texture bug; When placing a tailings pond and removing it the texture is persistent (ie the entity itself is removed but the bitmap remains on the map) Image

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Re: [MOD 0.16.x] pY Industry

Post by Nexela »

Ashprinny wrote:Found a texture bug; When placing a tailings pond and removing it the texture is persistent (ie the entity itself is removed but the bitmap remains on the map) Image
Upgrade to the latest version of PyCoalProcessing

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Re: [MOD 0.16.x] pY Industry

Post by orzelek »

Can you take a look at balancing of tanks?
Currently they seem to be less effective then vanilla both space wise and cost wise.
Making them slow to mine would be also useful - similar to vanilla ones. It's pretty easy to vanish a lot of fluid by accident now (on 80k tank at least).

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