pY Coal Processing - Discussion

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aklesey1
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Re: pY Coal Processing - Discussion

Post by aklesey1 »

Error on 0.18 with bob library + bob assemble and bob's inserters, no other bob's mods
All was good on 0.17 -error appears regardless of whether the PyCoalTBaA is enabled or not
Donno why here 2 bob's assembly - i have only 1 copy of bob's assembly 0.18.0
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pyanodon
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Re: pY Coal Processing - Discussion

Post by pyanodon »

ahaha not my business this time
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aklesey1
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Re: pY Coal Processing - Discussion

Post by aklesey1 »

pyanodon wrote:
Wed Feb 12, 2020 8:01 pm
ahaha not my business this time
Okey lets ask kingarthur
I just need some mk1-mk4 building from vanilla which i can get with bob's assembly - viewtopic.php?f=219&t=79068
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onk140
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Re: pY Coal Processing - Discussion

Post by onk140 »

the same mistake with Bob's logistics

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Re: pY Coal Processing - Discussion

Post by aklesey1 »

After updating PYCP to v 1.6.2 and PYRO to 1.9.8 there conflict with iron crushing
Jaw Cruhser produces crushed iron instead of processed iron and all my iron chests turned into crushed iorn instead of processed iron - but i can't used crushed iron anywhere bcuz i'm using PYRO and its looks like crushed iron must be used when PYRO isn't installed

May be there some error in PYCP after update?

So i donno when its happens but now my 11 last saves are corrupted, sadly
Going back to very old saves to start over
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pyanodon
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Re: pY Coal Processing - Discussion

Post by pyanodon »

aklesey1 wrote:
Sun Feb 16, 2020 9:21 pm
After updating PYCP to v 1.6.2 and PYRO to 1.9.8 there conflict with iron crushing
Jaw Cruhser produces crushed iron instead of processed iron and all my iron chests turned into crushed iorn instead of processed iron - but i can't used crushed iron anywhere bcuz i'm using PYRO and its looks like crushed iron must be used when PYRO isn't installed

May be there some error in PYCP after update?

So i donno when its happens but now my 11 last saves are corrupted, sadly
Going back to very old saves to start over
Its working normal here
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Pantax
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Re: pY Coal Processing - Discussion

Post by Pantax »

Hi, currently im running combination of Bobs,Angels and Pyanodon on 0.17
So far it was going fine, but i hit a brick wall, when trying to get chemical science pack.
It requires Nexelit plate, but to get recipe for nexelit plates i need chemical science pack. Also to make nexelit plates you need buildings which requires titanium, and in this mod combination titanium is locked behind chemical science packs. Am I missing something obvious, or i failed to make compatible mod pack? (I am running PyCoal Touched By an Angel)
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https://imgur.com/a/dUGmvEj

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Re: pY Coal Processing - Discussion

Post by Blokus »

Raw nexelit should be able to be smelted in a regular furnace, there should also be a nexelit processing tech if you have PyRO (which it looks like you do) for getting it with a better ratio. Searching in the tech tree is a good way to be misled, use FNEI or similar instead.

Titanium gated behind chem science sounds like it will deadlock you, though I haven't played ABPy to be confident about that.

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Re: pY Coal Processing - Discussion

Post by Pantax »

Ok, i forgot to add PyRO, adding it fixed things, thank you for help

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Re: pY Coal Processing - Discussion

Post by razahin »

I'm new to the mod pack. I'm playing all of the PyMods (No Bobs or Angels) for the overhaul with RSO and Alien Biomes for the nicer maps. Is it normal for the PyMods buildings to produce so little pollution? Most of them (the high pressure furnace for example) only produce 0.06/m, which results in a negative source of pollution but net positive output of coal when producing it from the mushrooms.

This very low pollution is also present on a number of other buildings also. Additionally the tailings pond which says it should produce pollution doesn't. Is something in my game messed up?
Last edited by razahin on Sat Feb 29, 2020 2:21 pm, edited 1 time in total.

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Re: pY Coal Processing - Discussion

Post by Blokus »

Py buildings indeed make very little pollution. Pymods at least at present are absolutely not balanced around having biters, so this is a low priority thing.

Tailings ponds when venting gases do indeed make a lot of pollution if you check in the pollution tab. But it is made by script rather than the usual way.

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Re: pY Coal Processing - Discussion

Post by musashimu »

I just had to register and say that the new pYCP splash screen looks amazing! Awesome mod suite, pyanodon! I am barely into the green science phase of pYAL + all the rest, but I have had dozens of hours of fun already and I love what you and your team have done. Can't wait to see what comes next. :D

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Re: pY Coal Processing - Discussion

Post by pyanodon »

musashimu wrote:
Thu Mar 19, 2020 9:12 pm
I just had to register and say that the new pYCP splash screen looks amazing! Awesome mod suite, pyanodon! I am barely into the green science phase of pYAL + all the rest, but I have had dozens of hours of fun already and I love what you and your team have done. Can't wait to see what comes next. :D
Thank you. i hope you finish the game :)
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mrbaggins
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Re: pY Coal Processing - Discussion

Post by mrbaggins »

Oof, playing my map that 's already migrated once from 16 to 17and now to 18 with Alien Life...

Looks like a recent update turned fawogae plantations as a coal source into RAW coal. Now I have to mad rush to fix that giant change.

And navens look promising as an alternative but I havent gotten completely into AL yet.

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Re: pY Coal Processing - Discussion

Post by zx64 »

Just noticed that glassworks-mk04 requires a glassworks-mk04 to produce.

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Re: pY Coal Processing - Discussion

Post by pyanodon »

zx64 wrote:
Wed Apr 01, 2020 8:43 pm
Just noticed that glassworks-mk04 requires a glassworks-mk04 to produce.
no way i will release another update today. jahhaahha
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Re: pY Coal Processing - Discussion

Post by immortal_sniper1 »

zx64 wrote:
Wed Apr 01, 2020 8:43 pm
Just noticed that glassworks-mk04 requires a glassworks-mk04 to produce.
fixed , just wait for the release

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Re: pY Coal Processing - Discussion

Post by mrbaggins »

Glassworks fuel?

I saw another post that said "Any liquid with a fuel value" but that's also something completely unable to be determined in game.

I've got coal gas already as that was an ingredient, but need it elsewhere too.

Liquid fuels need a fuel value tool tip. Or the glassworks and anything else that take liquid fuel need a tool tip listing what can go in.

Edit: It appears fuel liquids in PIPES show the value, but not in recipes/FNEI/Research screen.

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Re: pY Coal Processing - Discussion

Post by immortal_sniper1 »

mrbaggins wrote:
Fri Apr 03, 2020 8:19 am
Glassworks fuel?

I saw another post that said "Any liquid with a fuel value" but that's also something completely unable to be determined in game.

I've got coal gas already as that was an ingredient, but need it elsewhere too.

Liquid fuels need a fuel value tool tip. Or the glassworks and anything else that take liquid fuel need a tool tip listing what can go in.

Edit: It appears fuel liquids in PIPES show the value, but not in recipes/FNEI/Research screen.
the building itself can also display the value

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Re: pY Coal Processing - Discussion

Post by Blokus »

mrbaggins wrote:
Fri Apr 03, 2020 8:19 am
Glassworks fuel?

I saw another post that said "Any liquid with a fuel value" but that's also something completely unable to be determined in game.

I've got coal gas already as that was an ingredient, but need it elsewhere too.

Liquid fuels need a fuel value tool tip. Or the glassworks and anything else that take liquid fuel need a tool tip listing what can go in.

Edit: It appears fuel liquids in PIPES show the value, but not in recipes/FNEI/Research screen.
You can see the fuel values inside FNEI if you enable the debug option show-debug-info-in-tooltips.

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