pY Alien Life - Discussion
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Re: pY Alien Life - Discussion
Is there a chart or description somewhere what are the different animals and plant used for?
What I'm looking for is recommendation what each animal is good for with yields for full render or individual.
What I'm looking for is recommendation what each animal is good for with yields for full render or individual.
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Re: pY Alien Life - Discussion
Keeping in mind that this is one of those topics where everyone has a different opinion, here are my current favorites for animal products:AndrewSkier wrote: βMon Jul 20, 2020 2:47 am Is there a chart or description somewhere what are the different animals and plant used for?
What I'm looking for is recommendation what each animal is good for with yields for full render or individual.
Arthropod Blood: Zipir
Blood: Mukmoux or Ulric (Mux give more / recipe, but Ulric is cheaper)
Bone Meal: Bone+Meat in Jaw Crusher
Bones: Phagnot
Brain: Vrauk
Chitin: Vrauk
Guts: Xyhiphoe
Lard: Zipir
Manure: Ulric (Again, other animals might give more/recipe, but Ulric is cheaper /product. And you'll need tons of this, so cost matters)
Meat: Auog
Skin: Zipir
I also use Cottonguts for science (except for red science), Fish for Fish Oil, and others for their unique products.
Don't full render anything. The specialized recipes have been balanced and improved a lot, but the full renders have been left behind, so (currently) I don't think they're worth it.
Use the animal pups/cubs and incubate them to grow the adult versions, as soon as you get access to those recipes. Way higher yield than growing the animals on the farms. This also means the "Improved" versions are out of the picture, since you can't grow them from pups.
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Re: pY Alien Life - Discussion
well full render gives 20% overall
interesting chice with manure
muk was suposed to be best in lard on land and trit overall
for guts mux was also suposed to be super good
and for artropod blood Xyhiphoe
back to math then for me
interesting chice with manure
muk was suposed to be best in lard on land and trit overall
for guts mux was also suposed to be super good
and for artropod blood Xyhiphoe
back to math then for me
Re: pY Alien Life - Discussion
I installed the full suite of Py mods and wanted to run the game. However, this error message pops up:
Failed to load mods: File not found: __pyalienlifegraphics2__/graphics/icons/ulric-infusion.png
Mods to be disabled:
- pyalienlife (1.8.7)
- pyindustry (1.4.7)
I guess there is the Icon missing for ulric-infusion?
Failed to load mods: File not found: __pyalienlifegraphics2__/graphics/icons/ulric-infusion.png
Mods to be disabled:
- pyalienlife (1.8.7)
- pyindustry (1.4.7)
I guess there is the Icon missing for ulric-infusion?
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Re: pY Alien Life - Discussion
looks like i missed that one uploading it now. should be available in just a few minutesEventar wrote: βSun Jul 26, 2020 12:20 pm I installed the full suite of Py mods and wanted to run the game. However, this error message pops up:
Failed to load mods: File not found: __pyalienlifegraphics2__/graphics/icons/ulric-infusion.png
Mods to be disabled:
- pyalienlife (1.8.7)
- pyindustry (1.4.7)
I guess there is the Icon missing for ulric-infusion?
Re: pY Alien Life - Discussion
Awesome! You saved my Sunday! (and quite possibly all the free time I have in the next months^^) Thank you !kingarthur wrote: βSun Jul 26, 2020 12:24 pmlooks like i missed that one uploading it now. should be available in just a few minutesEventar wrote: βSun Jul 26, 2020 12:20 pm I installed the full suite of Py mods and wanted to run the game. However, this error message pops up:
Failed to load mods: File not found: __pyalienlifegraphics2__/graphics/icons/ulric-infusion.png
Mods to be disabled:
- pyalienlife (1.8.7)
- pyindustry (1.4.7)
I guess there is the Icon missing for ulric-infusion?
Re: pY Alien Life - Discussion
I'm taking an initial look using Helmod and my feet to understand all the resource chains. I've figured out everything to get to red science -- including seaweed and the mechanic of how seaweed is a module that you need to slot to get everything started, and that you get your first seaweed through harvesting in the wild.
What I can't figure out is the sap chain. My understanding is that it works the same way as seaweed and moss. But I can't find sap. I've searched 1,000s of trees using deconstruction planner; I've tried harvesting 1,000s of trees with bots, and by hand, despite the negative deconstruction planner results. Nothing.
I've tried uninstalling all mods except Py [in case eg Alien Biomes overwrote something], and I've tried updating everything. No sap.
What am I missing?
What I can't figure out is the sap chain. My understanding is that it works the same way as seaweed and moss. But I can't find sap. I've searched 1,000s of trees using deconstruction planner; I've tried harvesting 1,000s of trees with bots, and by hand, despite the negative deconstruction planner results. Nothing.
I've tried uninstalling all mods except Py [in case eg Alien Biomes overwrote something], and I've tried updating everything. No sap.
What am I missing?
Re: pY Alien Life - Discussion
Did you get sap seeds? In principle you should get both, but the prize you're actually looking for is sap seeds, not sap.yzorr wrote: βWed Jul 29, 2020 12:43 pm I'm taking an initial look using Helmod and my feet to understand all the resource chains. I've figured out everything to get to red science -- including seaweed and the mechanic of how seaweed is a module that you need to slot to get everything started, and that you get your first seaweed through harvesting in the wild.
What I can't figure out is the sap chain. My understanding is that it works the same way as seaweed and moss. But I can't find sap. I've searched 1,000s of trees using deconstruction planner; I've tried harvesting 1,000s of trees with bots, and by hand, despite the negative deconstruction planner results. Nothing.
I've tried uninstalling all mods except Py [in case eg Alien Biomes overwrote something], and I've tried updating everything. No sap.
What am I missing?
If not, try starting a fresh map with just py mods. If it's still not working then something is actually broken.
Also a quirky thing I have noticed when picking up trees with bots is that one bot goes out to a tree, but that one bot can only carry one type of item, so it leaves the other types on the ground. So it's possible that your map is littered with sap and sap seeds on the ground that just didn't wind up in your inventory.
Last edited by Blokus on Wed Jul 29, 2020 2:12 pm, edited 1 time in total.
Re: pY Alien Life - Discussion
There appears to be a bug in the latest recipes-sap.lua sap/sap seed spawning logic. I reverted the logic back the May 24 logic in a local copy, and everything worked fine.
for _, tree in pairs(data.raw.tree) do
tree.minable.results =
{
{type = 'item', name = 'wood', amount = tree.minable.count},
{type = 'item', name = 'saps', amount_min = 1, amount_max = 5, probability = 0.1},
{type = 'item', name = 'sap-seeds', amount = 5, probability = 0.005}
}
end
for _, tree in pairs(data.raw.tree) do
tree.minable.results =
{
{type = 'item', name = 'wood', amount = tree.minable.count},
{type = 'item', name = 'saps', amount_min = 1, amount_max = 5, probability = 0.1},
{type = 'item', name = 'sap-seeds', amount = 5, probability = 0.005}
}
end
Re: pY Alien Life - Discussion
I did try restarting several times, and restarting with only Py mods. No sap, no sap seeds. It does look like bug with recipes-sap.lua; I'm not sure what all compatibility issues were being fixed with the more complicated logic, but it does appear to have broken the base case.Blokus wrote: βWed Jul 29, 2020 2:10 pmDid you get sap seeds? In principle you should get both, but the prize you're actually looking for is sap seeds, not sap.yzorr wrote: βWed Jul 29, 2020 12:43 pm I'm taking an initial look using Helmod and my feet to understand all the resource chains. I've figured out everything to get to red science -- including seaweed and the mechanic of how seaweed is a module that you need to slot to get everything started, and that you get your first seaweed through harvesting in the wild.
What I can't figure out is the sap chain. My understanding is that it works the same way as seaweed and moss. But I can't find sap. I've searched 1,000s of trees using deconstruction planner; I've tried harvesting 1,000s of trees with bots, and by hand, despite the negative deconstruction planner results. Nothing.
I've tried uninstalling all mods except Py [in case eg Alien Biomes overwrote something], and I've tried updating everything. No sap.
What am I missing?
If not, try starting a fresh map with just py mods. If it's still not working then something is actually broken.
Also a quirky thing I have noticed when picking up trees with bots is that one bot goes out to a tree, but that one bot can only carry one type of item, so it leaves the other types on the ground. So it's possible that your map is littered with sap and sap seeds on the ground that just didn't wind up in your inventory.
I am (very) new to Py, and don't write Factorio mods at all, so I could be wrong.
Re: pY Alien Life - Discussion
Wasn't sure if to post it here or in pyPH, but since some of these recipes are pyAL specific I figured here.
Glassware with boron trioxide recipe goes from 3x to 1x when using the hot air version.
Glassware with purified quartz and refined syngas would go from 6x to 2x with hot air except that variant can't be selected, presumably a fluid box limit.
Hot air variant of Glass fibers can't be crafted.
Glassware with boron trioxide recipe goes from 3x to 1x when using the hot air version.
Glassware with purified quartz and refined syngas would go from 6x to 2x with hot air except that variant can't be selected, presumably a fluid box limit.
Hot air variant of Glass fibers can't be crafted.
Re: pY Alien Life - Discussion
I just installed this mod. Is it normal for it to make Factorio take 30+ minutes to start up?
Re: pY Alien Life - Discussion
Try lowering your graphics settings and closing memory-hungry programs until after it has loaded. Full Py especially at high res graphics uses a LOT of memory, and it uses even more during load than it does while it's actually running. So that will go very, very slow if you have to do it with swap instead of physical RAM.
Re: pY Alien Life - Discussion
Caravans seem to be broken. I selected a caravan and then a Route Start and get an exception:
The bluebuild mod calls
Similar if I select an end route:13115.433 Error MainLoop.cpp Exception at tick 43721860: The mod Pyanodons AlienLife (1.9.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalienlife::on_ai_command_completed (ID 115)
(nil): not enough arguments - expected 2 values.
stack traceback:
__pyalienlife__/control.lua in function <__pyalienlife__/control.lua:988>
stack traceback:
[C]: in function 'set_command'
__pyalienlife__/control.lua in function <__pyalienlife__/control.lua:988>
Seems to be triggered when an outpost was build by bluebuild from a ghost. Can't test with construction bots yet.14497.295 Error MainLoop.cpp Exception at tick 43710029: The mod Pyanodons AlienLife (1.9.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalienlife::on_gui_selection_state_changed (ID 58)
__pyalienlife__/control.lua attempt to index field '?' (a nil value)
stack traceback:
__pyalienlife__/control.lua in function <__pyalienlife__/control.lua:1708>
The bluebuild mod calls
to build the ghost in case that matters.local tmp, revive = ghost.revive{raise_revive = true}
Re: pY Alien Life - Discussion
mrvn wrote: βThu Jul 30, 2020 8:26 pm Caravans seem to be broken. I selected a caravan and then a Route Start and get an exception:
Similar if I select an end route:13115.433 Error MainLoop.cpp Exception at tick 43721860: The mod Pyanodons AlienLife (1.9.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalienlife::on_ai_command_completed (ID 115)
(nil): not enough arguments - expected 2 values.
stack traceback:
__pyalienlife__/control.lua in function <__pyalienlife__/control.lua:988>
stack traceback:
[C]: in function 'set_command'
__pyalienlife__/control.lua in function <__pyalienlife__/control.lua:988>
Seems to be triggered when an outpost was build by bluebuild from a ghost. Can't test with construction bots yet.14497.295 Error MainLoop.cpp Exception at tick 43710029: The mod Pyanodons AlienLife (1.9.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalienlife::on_gui_selection_state_changed (ID 58)
__pyalienlife__/control.lua attempt to index field '?' (a nil value)
stack traceback:
__pyalienlife__/control.lua in function <__pyalienlife__/control.lua:1708>
The bluebuild mod callsto build the ghost in case that matters.local tmp, revive = ghost.revive{raise_revive = true}
we know
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Alien Life - Discussion
Not that it solves your problem, but latest factorio and latest pymods (as of Sunday when I restarted my save) gets me sap and seeds, using the base pybots and a deconstruction planner.yzorr wrote: βWed Jul 29, 2020 2:15 pmI did try restarting several times, and restarting with only Py mods. No sap, no sap seeds. It does look like bug with recipes-sap.lua; I'm not sure what all compatibility issues were being fixed with the more complicated logic, but it does appear to have broken the base case.Blokus wrote: βWed Jul 29, 2020 2:10 pmDid you get sap seeds? In principle you should get both, but the prize you're actually looking for is sap seeds, not sap.yzorr wrote: βWed Jul 29, 2020 12:43 pm I'm taking an initial look using Helmod and my feet to understand all the resource chains. I've figured out everything to get to red science -- including seaweed and the mechanic of how seaweed is a module that you need to slot to get everything started, and that you get your first seaweed through harvesting in the wild.
What I can't figure out is the sap chain. My understanding is that it works the same way as seaweed and moss. But I can't find sap. I've searched 1,000s of trees using deconstruction planner; I've tried harvesting 1,000s of trees with bots, and by hand, despite the negative deconstruction planner results. Nothing.
I've tried uninstalling all mods except Py [in case eg Alien Biomes overwrote something], and I've tried updating everything. No sap.
What am I missing?
If not, try starting a fresh map with just py mods. If it's still not working then something is actually broken.
Also a quirky thing I have noticed when picking up trees with bots is that one bot goes out to a tree, but that one bot can only carry one type of item, so it leaves the other types on the ground. So it's possible that your map is littered with sap and sap seeds on the ground that just didn't wind up in your inventory.
I am (very) new to Py, and don't write Factorio mods at all, so I could be wrong.
Update your mods?
Re: pY Alien Life - Discussion
Oh thank god.Demosthenex wrote: βTue May 26, 2020 7:16 am Yes, you have to put modules in the buildings. Also be aware that Helmod added a new feature just for Py recently that allows you to control-leftclick on a module to add the maximum number of that module to the factory. That's great for things like Cottonguts where you have to scroll to the bottom 40 times to add them manually...
Re: pY Alien Life - Discussion
Oh thank god indeed. First time I tried to add modules in helmod I went "No way, that can't be right. I don't want to click 15 times on the same module." So I tried shift and ctrl and luckily that worked.mrbaggins wrote: βTue Aug 04, 2020 12:00 amOh thank god.Demosthenex wrote: βTue May 26, 2020 7:16 am Yes, you have to put modules in the buildings. Also be aware that Helmod added a new feature just for Py recently that allows you to control-leftclick on a module to add the maximum number of that module to the factory. That's great for things like Cottonguts where you have to scroll to the bottom 40 times to add them manually...
Also it's a good idea to then set this module configuration as default (buttons above the module list). That way next time you add the same building it will have modules in it automatically.
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Re: pY Alien Life - Discussion
Ya thats not the most convenient thing ever. Would really help if that window was filtered to only show the relevant modules for the recipe like it does buildings.mrvn wrote: βTue Aug 04, 2020 10:13 amOh thank god indeed. First time I tried to add modules in helmod I went "No way, that can't be right. I don't want to click 15 times on the same module." So I tried shift and ctrl and luckily that worked.mrbaggins wrote: βTue Aug 04, 2020 12:00 amOh thank god.Demosthenex wrote: βTue May 26, 2020 7:16 am Yes, you have to put modules in the buildings. Also be aware that Helmod added a new feature just for Py recently that allows you to control-leftclick on a module to add the maximum number of that module to the factory. That's great for things like Cottonguts where you have to scroll to the bottom 40 times to add them manually...
Also it's a good idea to then set this module configuration as default (buttons above the module list). That way next time you add the same building it will have modules in it automatically.
Re: pY Alien Life - Discussion
+1.kingarthur wrote: βTue Aug 04, 2020 10:16 amYa thats not the most convenient thing ever. Would really help if that window was filtered to only show the relevant modules for the recipe like it does buildings.mrvn wrote: βTue Aug 04, 2020 10:13 amOh thank god indeed. First time I tried to add modules in helmod I went "No way, that can't be right. I don't want to click 15 times on the same module." So I tried shift and ctrl and luckily that worked.mrbaggins wrote: βTue Aug 04, 2020 12:00 amOh thank god.Demosthenex wrote: βTue May 26, 2020 7:16 am Yes, you have to put modules in the buildings. Also be aware that Helmod added a new feature just for Py recently that allows you to control-leftclick on a module to add the maximum number of that module to the factory. That's great for things like Cottonguts where you have to scroll to the bottom 40 times to add them manually...
Also it's a good idea to then set this module configuration as default (buttons above the module list). That way next time you add the same building it will have modules in it automatically.
Does it even filter out the vanilla modules for buildings that don't accept some types?