pY Coal Processing - Discussion
Moderator: pyanodon
Re: [MOD 0.16.x] pY Coal Processing
The wood processor does not require research. You only need to craft a single pole and you can start running it.
Pycoal comes with its own research that is expensive as is, it is at least 5x normal research even without modifiers, but currently buggy so you should wait for a fix.
Pycoal comes with its own research that is expensive as is, it is at least 5x normal research even without modifiers, but currently buggy so you should wait for a fix.
Re: [MOD 0.16.x] pY Coal Processing
Nexela, pyanodon i have question to u:
What important changes u did when u stared to develop new pycp science pack system? Ur science packs forcibly replaced bob's science packs, and that was good
So today i installed patch from kingarthur and i found that the angel's refining turned all ur work back to bob's pack condition
I know u don't like when i[m talking about angel's mods when its linked to py mods , i just need to know opinion before i'll ask Arch666angel
What important changes u did when u stared to develop new pycp science pack system? Ur science packs forcibly replaced bob's science packs, and that was good
So today i installed patch from kingarthur and i found that the angel's refining turned all ur work back to bob's pack condition
I know u don't like when i[m talking about angel's mods when its linked to py mods , i just need to know opinion before i'll ask Arch666angel
Nickname on ModPortal - Naron79
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Re: [MOD 0.16.x] pY Coal Processing
aklesey1 wrote:Nexela, pyanodon i have question to u:
What important changes u did when u stared to develop new pycp science pack system? Ur science packs forcibly replaced bob's science packs, and that was good
So today i installed patch from kingarthur and i found that the angel's refining turned all ur work back to bob's pack condition
I know u don't like when i[m talking about angel's mods when its linked to py mods , i just need to know opinion before i'll ask Arch666angel
Is just a pycoal bug. bit of teething issues from .16 update. has nothing to do with angels mods
Re: [MOD 0.16.x] pY Coal Processing
I said were fixing it people. Give us some time.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: [MOD 0.16.x] pY Coal Processing
I would have small request - can you attach all the nice diagrams with produciton chains to first post both here and in PyFusion.
It takes a while to find them in whole thread
It takes a while to find them in whole thread
Re: [MOD 0.16.x] pY Coal Processing
I would have small request - can you attach all the nice diagrams with produciton chains to first post both here and in PyFusion.
It takes a while to find them in whole thread
(They are on page 22 now)
It takes a while to find them in whole thread
(They are on page 22 now)
Re: [MOD 0.16.x] pY Coal Processing
orzelek wrote:I would have small request - can you attach all the nice diagrams with produciton chains to first post both here and in PyFusion.
It takes a while to find them in whole thread
(They are on page 22 now)
here only if you point me where they are.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: [MOD 0.16.x] pY Coal Processing
I found them on page 22 of this threadpyanodon wrote:orzelek wrote:I would have small request - can you attach all the nice diagrams with produciton chains to first post both here and in PyFusion.
It takes a while to find them in whole thread
(They are on page 22 now)
here only if you point me where they are.
PS.
I might have found out what happened with science pack recipes - I can try to post fixed files if you are interested.
Re: [MOD 0.16.x] pY Coal Processing
Sure!orzelek wrote: I might have found out what happened with science pack recipes - I can try to post fixed files if you are interested.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: [MOD 0.16.x] pY Coal Processing
I've zipped prototypes and stdlib folders and attached it here.
There are two changes:
1. In stdlib\data\recipe.lua I've added handling of overwrite recipe parameter to replace a recipe (Since by default it ignores recipe if it exists) and added a log statement to track if some attempt to replace is made on existing recipe.
2. In prototypes\recipes\recipes.lua I've added the new overwrite parameter to science pack recipes.
This might be a bit of a workaround - it's possible to do it by grabbing original recipe and modifying it most likely using stdlib recipe manipulation functions.
There are two changes:
1. In stdlib\data\recipe.lua I've added handling of overwrite recipe parameter to replace a recipe (Since by default it ignores recipe if it exists) and added a log statement to track if some attempt to replace is made on existing recipe.
2. In prototypes\recipes\recipes.lua I've added the new overwrite parameter to science pack recipes.
This might be a bit of a workaround - it's possible to do it by grabbing original recipe and modifying it most likely using stdlib recipe manipulation functions.
- Attachments
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- pycoalprocessing_1.0.0_fix.zip
- (182.21 KiB) Downloaded 92 times
Re: [MOD 0.16.x] pY Coal Processing
Thank you orzelek, I have partially implemented your changes (if object is table set var and force during extension) until I have more time to re-write my .get handlers and merge them into less repetitive code.
Re: [MOD 0.16.x] pY Coal Processing
pYCoalprocessing updated. Please, update your game and the recipes should be working now.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
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Re: [MOD 0.16.x] pY Coal Processing
Pyanodon and Nexela, I would like to say that you are awesome and I really appreciate your hard work on these mods to get them to .16.
I am very excited to play these mods.
I was wondering if anyone has sample, beginning Blueprints or any blueprints for pY Coal?
Thank you again.
I am very excited to play these mods.
I was wondering if anyone has sample, beginning Blueprints or any blueprints for pY Coal?
Thank you again.
Re: [MOD 0.16.x] pY Coal Processing
We had an issue with PyCoal's tailing pond, heres the screenshot :
Happens when one starts filling it with tar
Placing down works,
picking up up works but leaves the sprite ingame.
Happens when one starts filling it with tar
Placing down works,
picking up up works but leaves the sprite ingame.
Code: Select all
--Pond contains gases, lets spill them out. Only negative is this can be used as a "gas" void so...
--If the gas is "polluting" create pollution, else just vent.
local function empty_pond_gas(fluid, surface, position)
if fluid then
if
[color=#FF0000] fluid.temperature >= game.fluid_prototypes[fluid.type].gas_temperature or
(fluid.type:contains("-gas") or fluid.type:contains("gas-") and not _gasses[fluid.type] == false) or
_gasses[fluid.type] == true[/color]
then
surface.pollute(position, fluid.amount * _pollution_mod)
return nil
elseif _gasses[fluid.type] == false then
return nil
end
return fluid
end
end
- Attachments
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- tailing pond.jpg (194.59 KiB) Viewed 6668 times
Last edited by Altaric on Sat Dec 23, 2017 6:49 pm, edited 1 time in total.
Re: [MOD 0.16.x] pY Coal Processing
Altaric wrote:We had an issue with PyCoal's tailing pond, heres the screenshot :
Happens when one starts filling it with tar
Placing down works,
picking up up works but leaves the sprite ingame.
we will check it out
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: [MOD 0.16.x] pY Coal Processing
I'm feeling like mod is named PyLumberjack in early game stage.
Everything needs tons of lumber... and 0.16 reduced starting area trees.
I see that coal processing will give ability to make wood. It requires steel research first then actual coal processing - thats 320 bottles for me. Add 120 on top of that for automation and logistics and it's a lot of wood (total is around 1.5k not counting buildings that need wood to make). I'm using science multiplier 4.
It would be nice to reduce it at least a bit... it's a bit insane as is
And I still need to figure where to put all the tar I will make during coke production since first use of it seems to be also in coal processing tech.
Everything needs tons of lumber... and 0.16 reduced starting area trees.
I see that coal processing will give ability to make wood. It requires steel research first then actual coal processing - thats 320 bottles for me. Add 120 on top of that for automation and logistics and it's a lot of wood (total is around 1.5k not counting buildings that need wood to make). I'm using science multiplier 4.
It would be nice to reduce it at least a bit... it's a bit insane as is
And I still need to figure where to put all the tar I will make during coke production since first use of it seems to be also in coal processing tech.
Re: [MOD 0.16.x] pY Coal Processing
So you are using a science multiplier of 4 and then you complain about the science costs being too high? Seems like you only have to blame your own choices.
Re: [MOD 0.16.x] pY Coal Processing
i dont even answer that anymore ahahahCatbert wrote:So you are using a science multiplier of 4 and then you complain about the science costs being too high? Seems like you only have to blame your own choices.
Anyway....mod updated to fix the tailings pond bug.! Merry xmas!
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: [MOD 0.16.x] pY Coal Processing
Fixed it for me; meery X-mas to you toopyanodon wrote:i dont even answer that anymore ahahahCatbert wrote:So you are using a science multiplier of 4 and then you complain about the science costs being too high? Seems like you only have to blame your own choices.
Anyway....mod updated to fix the tailings pond bug.! Merry xmas!
Re: [MOD 0.16.x] pY Coal Processing
Not exactly. I'm complaining about mod in game about automation making you do a lot of stuff by hand before you can automate it.pyanodon wrote:i dont even answer that anymore ahahahCatbert wrote:So you are using a science multiplier of 4 and then you complain about the science costs being too high? Seems like you only have to blame your own choices.
Anyway....mod updated to fix the tailings pond bug.! Merry xmas!
Even without science multiplier you will need to cut quite a lot of trees
I do realize that increasing science multiplier requires more work - I would expect that work to be in bigger factory not in much more manual labor. Fortunately in this case bob's greenhouse comes to the rescue since it's much easier to get.
And thanks for the fix