pY Petroleum Handling

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swift15431
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Re: pY Petroleum Handling

Post by swift15431 »

pyanodon wrote: Fri Apr 19, 2019 1:13 pm This mod is small...only taking that much time because:

1 - i have real life things.
2 - im constantly needing to fix or improve the other pymods due updates or bugs or balances...that delays a lot.
yep, seems devs just love to break your mods don't it
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liwers
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Re: pY Petroleum Handling

Post by liwers »

How's it possible..!

The factory construction is our really life..!

Meow..!
This is Liwers 'Kitty' Loor, a extremly very cute kitty.. Meow..! :P
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Re: pY Petroleum Handling

Post by pyanodon »

pyPH entered into alpha version and few people are playing with it to help find error,s deadlock and inbalances. Of course it wont be perfect at first..but like all other pymods, it will get improved with time.
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aklesey1
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Re: pY Petroleum Handling

Post by aklesey1 »

pyanodon wrote: Mon Apr 22, 2019 1:39 am pyPH entered into alpha version and few people are playing with it to help find error,s deadlock and inbalances. Of course it wont be perfect at first..but like all other pymods, it will get improved with time.
I can help u with testing alpha PYPH pyanodon
Can i download it from ur GitHub?
U know that i like ur carefully thought out py mods, and i want to help u to avoid may issues as it was with PYRO :)
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Re: pY Petroleum Handling

Post by aklesey1 »

So i looked into PYPH
I have suggestion - use iron sticks instead of iron plates for bolts crafting
Now - 1 iron plate = 2 bolts
Will be - 1 iron stick = 2 bolts
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Re: pY Petroleum Handling

Post by pyanodon »

public release now on mod portal.
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Re: pY Petroleum Handling

Post by pyanodon »

Theres no RSO compatible yet...im sure its being worked.

Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
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mxpal
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Re: pY Petroleum Handling

Post by mxpal »

pyanodon wrote: Wed Apr 24, 2019 12:23 pm Theres no RSO compatible yet...im sure its being worked.

Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
i tried to put it to running game..... and then spawn the new resources with /c game.player.surface.create_entity({name="tar-patch", amount=300000, position={game.player.position.x, game.player.position.y}})

theorectically it should work normally right? :P
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Re: pY Petroleum Handling

Post by kingarthur »

mxpal wrote: Wed Apr 24, 2019 2:00 pm
pyanodon wrote: Wed Apr 24, 2019 12:23 pm Theres no RSO compatible yet...im sure its being worked.

Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
i tried to put it to running game..... and then spawn the new resources with /c game.player.surface.create_entity({name="tar-patch", amount=300000, position={game.player.position.x, game.player.position.y}})

theorectically it should work normally right? :P
Well might not unlock all the recipes and update any changes that have been made
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Re: pY Petroleum Handling

Post by aklesey1 »

pyanodon wrote: Wed Apr 24, 2019 12:23 pm Theres no RSO compatible yet...im sure its being worked.

Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
I made approximate variant of RSO settings and i'll tell it to Orzelek
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Re: pY Petroleum Handling

Post by TwentyEighty »

Might want to sync w/ king arthur he's been working on the same thing
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Re: pY Petroleum Handling

Post by theblindironman »

pyanodon wrote: Wed Apr 24, 2019 12:23 pm Theres no RSO compatible yet...im sure its being worked.

Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
So what your saying, is start over!!! :shock:
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Re: pY Petroleum Handling

Post by kingarthur »

theblindironman wrote: Wed Apr 24, 2019 6:25 pm
pyanodon wrote: Wed Apr 24, 2019 12:23 pm Theres no RSO compatible yet...im sure its being worked.

Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
So what your saying, is start over!!! :shock:
Is the best thing to do given the amount of new stuff an alterations can cuase some significant issues to hot drop it into a save
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Re: pY Petroleum Handling

Post by orzelek »

I've posted new RSO with resource configs from aklesey1.
One small drawback might be that it requires Factorio 0.17.33 due to usage of new API for biter bases.
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Re: pY Petroleum Handling

Post by liwers »

Ah, Kitty is still downloading this mod, but this doesn't obstruct me from reporting the bugs..

Bug report: hot air recipe..

One of our Chinese Pyanodonian Community player said he can't check the 'hot air recipes' in the Recipe Explorer..

Kitty asked him about report it to RE's modder, but he showed me a screenshot of error instead:

He tried to enable 'Omnifluid', however, 'hotairrecipe' is a nil value..

It means that this bug has to be a pyPH's problem..

Please repair it..

Meow..!
This is Liwers 'Kitty' Loor, a extremly very cute kitty.. Meow..! :P
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Re: pY Petroleum Handling

Post by nagapito »

liwers wrote: Thu Apr 25, 2019 2:21 pm Ah, Kitty is still downloading this mod, but this doesn't obstruct me from reporting the bugs..

Bug report: hot air recipe..

One of our Chinese Pyanodonian Community player said he can't check the 'hot air recipes' in the Recipe Explorer..

Kitty asked him about report it to RE's modder, but he showed me a screenshot of error instead:

He tried to enable 'Omnifluid', however, 'hotairrecipe' is a nil value..

It means that this bug has to be a pyPH's problem..

Please repair it..

Meow..!
I noticed this issue too. The recipe is unlocked at an early stage research and since there are no migration scripts to reset research results, it isnt enabled.
It can manually be fixed by running this in the console

Code: Select all

/c game.player.force.reset_technology_effects()

@Pyanodon, I strongly advise you to always include a migration script in, at least on of the "main" mods being released that always runs this code:

Code: Select all

game.reload_script()

for index, force in pairs(game.forces) do
	force.reset_recipes()
	force.reset_technology_effects()
end
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Re: pY Petroleum Handling

Post by nagapito »

pyanodon wrote: Wed Apr 24, 2019 12:23 pm Theres no RSO compatible yet...im sure its being worked.

Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
Just added it to my game with RSO and forced the generation of new chunks and the new resources did generated, even when the current map generation settings have those values empty (using change map settings mod)
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Re: pY Petroleum Handling

Post by pyanodon »

theres no migration in a new mod. I warned you about add it to running games.

also, not compatible with omni mods.
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Re: pY Petroleum Handling

Post by nagapito »

pyanodon wrote: Thu Apr 25, 2019 3:29 pm theres no migration in a new mod. I warned you about add it to running games.

also, not compatible with omni mods.
I know you warned.
You warned it was not tested and could have unexpected issues. You didnt said that we CAN'T add it to an existing world.
So, we are trying it on existing worlds and we are reporting the issues we find (and how to fix them) so it can be fixed and others can actually add the mod into existing worlds coz... your mods take months to play, they are huge. people get burned out and give up on them and resume the saved game a couple weeks/months later.
Do you expect them to start a new world just so they can play the new content every time you release a new version?
We are voluntarily (at least I am) being your guinea pigs so its gets smoother for other players.


And, from what I understood, even if it is a new mod, when the game starts, if factory does not see the migration file registered it will run it even if its the first time the mod is added to the game. It doesnt care if the mod already existed or not, he only checks if that migration file was run already and since its a new mod, the file will not be runned yet and will run. At least, that is how I would implement it and factorio devs are way smarter then me....

if that is not the case, and since it requires other mods like Coal, just put the tech reset migration file inside the Coal mod.
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Re: pY Petroleum Handling

Post by woniubbg »

pyanodon wrote: Thu Apr 25, 2019 3:29 pm theres no migration in a new mod. I warned you about add it to running games.

also, not compatible with omni mods.
i know it
but i only enable omnifuild (just change all fuild to solid) and disabled other omnimods
so there are no other issues abot compatibility
Please check the code of hotairrecipe thank you^.^
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