They're supposed to as the code is there so it should be working. It was one of the oldest parts of it.
I'll check on it later
Moderator: pyanodon
Code: Select all
game.pollution_statistics.on_flow("tailings-pond", count)
Code: Select all
Script @pycoalprocessing/scripts/tailings-pond.lua:179: {}
Code: Select all
Bottleneck_0.10.4.zip
deadlock-beltboxes-loaders_2.2.2.zip
DeadlockResearchNotifications_1.0.0.zip
DeadlocksStackingForPyanadon_0.1.14.zip
even-distribution_0.3.13.zip
ExportData_0.0.4.zip
factoryplanner_0.17.54.zip
FARL_3.1.15.zip
LogisticTrainNetwork_1.11.2.zip
LogisticTrainNetwork_1.11.3.zip
LTN_Combinator_0.5.3.zip
mod-list.json
mod-settings.dat
multi-product-recipe-details_0.17.3.zip
Nanobots_3.1.0.zip
OpteraLib_0.1.8.zip
pycoalprocessing_1.4.8.zip
pycoalprocessing_1.4.9.zip
pyfusionenergy_1.5.0.zip
pyfusionenergy_1.5.2.zip
pyhightech_1.3.8.zip
pyhightech_1.3.9.zip
pyindustry_1.3.6.zip
pyindustry_1.3.7.zip
pypetroleumhandling_1.4.5.zip
pypetroleumhandling_1.5.1.zip
pyrawores_1.8.1.zip
pyrawores_1.8.2.zip
pyveganism_0.0.11.zip
pyveganism_0.0.9.zip
pyVegFix_0.17.1.zip
Squeak Through_1.4.0.zip
stdlib_1.3.0.zip
underground-pipe-pack_0.17.5.zip
VehicleSnap_1.17.3.zip
what-is-it-really-used-for_1.4.4.zip
Afaik none of the pymods do anything with the fawogae farms in control stage. So it's probably my mod that misbehaves.Altaric wrote: ↑Fri Nov 01, 2019 10:44 am Hello,
I have found a desync cause: deconstructing a fawogae farm causes a desync. by hand or with nanobot, both will eject you. Even admin deconstruction.
Admin deletion works (with decon planner in the "none" tab).
Note that We have the pY Vegan mod included which tampers with it by adding invisible beacons to boost their speed/productivity, but the botanical farm doesn't desync.
I can provide a save to showcase the issue.
That building is not currently available to craft. While some Mk2-4 biotic-based buildings exist in the code, the recipes to make them do not unlock at any tech level. They will be made available to build with Py Alien Life, which is still in development so the recipes for the buildings are subject to change.
Code: Select all
Version: 1.5.0
Changes:
- Small changes in science packs.
sci 2 requires circ 1 now and science 3 requires nexelite now
In addition; 1 circuit1 per six, plus everything else it took before. If the rubber amount were reduced I wouldn't complain...
Oof. Yeah I mean I love me some Pyanodons but it truly is hard enough already. 1/6 of a Circ1 isn't too expensive but, in a way, it does ask us to make 16% more circuits (assuming you maybe automate 1 circuit per second and 1 green science per second).
That is very true and not forgotten. Thank you.