That's no problem for me - i like hardcore, don't see any problems to add plastic as it was in bob's recipe
pY HighTech Discussion
Moderator: pyanodon
Re: pY HighTech Discussion
Nickname on ModPortal - Naron79
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Re: pY HighTech Discussion
i found from where the kimberlite loop is from its a 60:140 loop
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Re: pY HighTech Discussion
wow neat
Code: Select all
RECIPE {
type = 'recipe',
name = 'waste-water-urea',
category = 'evaporator',
enabled = false,
energy_required = 3,
ingredients = {
{type = 'fluid', name = 'waste-water', amount = 200}
},
results = {
{type = 'item', name = 'urea', amount = 10}
}
}:add_unlock('basic-electronics')
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Re: pY HighTech Discussion
you can use production module in usine & speed module in difusor for balance the slow of prod mod, but actuly not posyble on py because any electronic usine is valid for prod moduleimmortal_sniper1 wrote: ↑Wed Nov 28, 2018 8:15 amkeep in ming that productivity ones slow down the circuit maker a lotShinoHarvest wrote: ↑Wed Nov 28, 2018 2:29 am is desired or misstake any usine for electronic board or electronic compound can use production module ? with bob board and compound type (resistor, transistor ...) can use it
is possible add mod setting for add this on ship shooter &/or bpc factory &/or electronic factory ?
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Re: pY HighTech Discussion
circuit makers work with production modules as do all vanilla recipesShinoHarvest wrote: ↑Thu Feb 14, 2019 1:34 amyou can use production module in usine & speed module in difusor for balance the slow of prod mod, but actuly not posyble on py because any electronic usine is valid for prod moduleimmortal_sniper1 wrote: ↑Wed Nov 28, 2018 8:15 amkeep in ming that productivity ones slow down the circuit maker a lotShinoHarvest wrote: ↑Wed Nov 28, 2018 2:29 am is desired or misstake any usine for electronic board or electronic compound can use production module ? with bob board and compound type (resistor, transistor ...) can use it
is possible add mod setting for add this on ship shooter &/or bpc factory &/or electronic factory ?
Re: pY HighTech Discussion
I finally did it! Who cares about 0.17 when you finally get these hahaha, WOHOHOHOHOHOOOOOOO.
I shall let the pictures paint a thousand words i am screaming out now.
I shall let the pictures paint a thousand words i am screaming out now.
- Attachments
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- 5 Circuit 2's.PNG (241.14 KiB) Viewed 6802 times
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- Circuit 2 Production.PNG (18.68 KiB) Viewed 6802 times
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- 350+ Hours Production.PNG (1.03 MiB) Viewed 6802 times
Re: pY HighTech Discussion
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY HighTech Discussion
Alpha version for 0.17 released.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY HighTech Discussion
Hi pyanodon,
I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it).
Getting two items moved per inserter swing is pretty big boost, especially in chains where large numbers are consumed. It would be very useful to have way earlier.
Could you consider moving two first inserter capacity techs earlier in tech tree in HT?
I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it).
Getting two items moved per inserter swing is pretty big boost, especially in chains where large numbers are consumed. It would be very useful to have way earlier.
Could you consider moving two first inserter capacity techs earlier in tech tree in HT?
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Re: pY HighTech Discussion
i totally agreeRaphaello wrote: ↑Sun Mar 24, 2019 9:22 pm Hi pyanodon,
I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it).
Getting two items moved per inserter swing is pretty big boost, especially in chains where large numbers are consumed. It would be very useful to have way earlier.
Could you consider moving two first inserter capacity techs earlier in tech tree in HT?
Re: pY HighTech Discussion
Bug in Chloremethane recipe
I think here must be Hydrogen chloride or ChlorineNickname on ModPortal - Naron79
Re: pY HighTech Discussion
please stop calling it a bug. its just a change, it wont break the game or stop you from playing. I might fix it in some days.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY HighTech Discussion
Hi again,immortal_sniper1 wrote: ↑Sun Mar 24, 2019 10:38 pmi totally agreeRaphaello wrote: ↑Sun Mar 24, 2019 9:22 pm Hi pyanodon,
I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it).
Getting two items moved per inserter swing is pretty big boost, especially in chains where large numbers are consumed. It would be very useful to have way earlier.
Could you consider moving two first inserter capacity techs earlier in tech tree in HT?
stack inserters could also be available earlier than circuit boards 2 and chem science packs. I now play your mods with loaders as getting to stack inserters currently takes a huge base and I can't imagine trying to get there with only normal and fast inserters.
So, the idea is to make stack inserters tech require basic electronic (making also inserter capacity bonus techs available with lvl2 science) and replace circuit boards 2 in their recipe with something available earlier i.e. nylon or pcs2
Hope this fits your vision of the mod
EDIT: I can prepare a small patch to get this done for you if you want, just PM me
Re: pY HighTech Discussion
So, I've done a small patch that implements two changes to HT:
1. moves stack inserter tech to only require basic electronics (only red+green science to unlock it). This also gives access to non-stack inserter capacity bonus of +1 without blue science
2. replaced CB2 with nylon in stack inserter recipe
The code below needs to be added to data-updates.lua to get both simplifications
1. moves stack inserter tech to only require basic electronics (only red+green science to unlock it). This also gives access to non-stack inserter capacity bonus of +1 without blue science
2. replaced CB2 with nylon in stack inserter recipe
The code below needs to be added to data-updates.lua to get both simplifications
Code: Select all
TECHNOLOGY('stack-inserter'):remove_prereq('advanced-electronics'):add_prereq('basic-electronics')
RECIPE('stack-inserter'):replace_ingredient('advanced-circuit', 'nylon')
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Re: pY HighTech Discussion
So I've been trying to do a pyanodon's mods only 0.17 playthrough, and hit a snag on the t1 circuits...
The circuits definitely require fiberboard, and the only way to get fiberboard is from raw fibers. The only way to get raw fibers is from a kicalk plantation, but for some weird reason kicalk plantations require 5000L tanks? But Kicalk plantations are unlocked from Coal Processing 1, while 5000L tanks require the Storage Tanks tech. Which is a tier 2 tech that takes green science.
So it seems like you have to finish green science before you can automate t1 circuits? This just seems really bizarre, since literally every other building in the t1 circuits chain that I can find can be built with only red science techs. I turned off every mod that's not pyanodon's and it still happens. I also looked through this thread, and it seems like others are seeing different recipes, at least with bobs mods on, and those recipes seem to be all t1 stuff.
Is this a bug? Is the recipe just messed up?
The circuits definitely require fiberboard, and the only way to get fiberboard is from raw fibers. The only way to get raw fibers is from a kicalk plantation, but for some weird reason kicalk plantations require 5000L tanks? But Kicalk plantations are unlocked from Coal Processing 1, while 5000L tanks require the Storage Tanks tech. Which is a tier 2 tech that takes green science.
So it seems like you have to finish green science before you can automate t1 circuits? This just seems really bizarre, since literally every other building in the t1 circuits chain that I can find can be built with only red science techs. I turned off every mod that's not pyanodon's and it still happens. I also looked through this thread, and it seems like others are seeing different recipes, at least with bobs mods on, and those recipes seem to be all t1 stuff.
Is this a bug? Is the recipe just messed up?
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Re: pY HighTech Discussion
i checked pY-Mods for the first time (pY only, without Bob/Angel), tried to automate t1 circuits, but couldnt figure out how to get fiberboards with red science as well. Every reactant is possible with red science except raw fiber. Kicalk plantation needs 5000l tanks as well as classifier which needs 5x assembly machine 2, both green science buildings (automation 2 for t2 assembly machine/liquid handling & storage tanks for 5000l tank). The flow chart says organic matter + steam -(pulp mill)-> paper but cant find anything related. I found organic matter as a byproduct from sand but can only make CO2 from it? I'm confused how to make fiberboards. i could be blind.MonsterTalker wrote: ↑Sat Mar 30, 2019 12:48 am So I've been trying to do a pyanodon's mods only 0.17 playthrough, and hit a snag on the t1 circuits...
The circuits definitely require fiberboard, and the only way to get fiberboard is from raw fibers. The only way to get raw fibers is from a kicalk plantation, but for some weird reason kicalk plantations require 5000L tanks? But Kicalk plantations are unlocked from Coal Processing 1, while 5000L tanks require the Storage Tanks tech. Which is a tier 2 tech that takes green science.
So it seems like you have to finish green science before you can automate t1 circuits? This just seems really bizarre, since literally every other building in the t1 circuits chain that I can find can be built with only red science techs. I turned off every mod that's not pyanodon's and it still happens. I also looked through this thread, and it seems like others are seeing different recipes, at least with bobs mods on, and those recipes seem to be all t1 stuff.
Is this a bug? Is the recipe just messed up?
And i can craft Construction Pynobot and Roboport Lvl1 with red science, but there isnt a logistic network chest yet?
Greetings
Re: pY HighTech Discussion
i will check it out. The logistic system should be able to unlock with gren science, which dont need kikalk plantations
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
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Re: pY HighTech Discussion
Yeah, just to be clear, that's what I did to get around this. Built a quick green science chain and built enough science to get the storage tanks tech.
It just struck me as odd, is all. Still having a lot of fun with the hightech chains!