Some small mistakes I found

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immortal_sniper1
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Re: Some small mistakes I found

Post by immortal_sniper1 »

ShadowGlass wrote: Thu Mar 19, 2020 2:15 am
immortal_sniper1 wrote: Mon Mar 16, 2020 4:43 pm
ShadowGlass wrote: Mon Mar 16, 2020 6:27 am
pyanodon wrote: Sat Feb 29, 2020 11:32 am no prod modules in any pyAl organic based recipes.
Raising pups into adult animals in the Creature Chamber also accepts prod modules, and can also (for some animals) return extra cages. I guess that'll go away too?
what does make extra cages?
also apparently there is a bit of wigle room with prod modules , wood chain is from pyCP so it has them also py apparently said he will allow prod in food recipes
I mean the recipe has 1 cage as an ingredient, and with prod modules would return more than 1 caged animal. Eventually, if you slaughter it or use it otherwise a caged animal will return a cage.

Technically we have this same situation without prod modules if we use Antiviral recipes in animal ranch buildings. They require 1 cage, but return 1.5 caged animal.

Maybe this won't be a problem, as you said some recipes are negative on cages (the non-antiviral ranch recipes for example).
wIL re u speaking of the animal>caged>animal loop?
it had its prod modules removed a while ago so it wont generate cages or so i was told
ShadowGlass
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Re: Some small mistakes I found

Post by ShadowGlass »

Nope it's different. All animal ranches have 2 recipes with Antiviral as an ingredient, which increases the caged animal output from 0.9 to 1.5.

Auog example

So you get: 1 Cage > 1.5 Caged Auog > 1.5 Cage
This is without prod modules.

The prod module example I was talking about earlier was another different one. It's in the Creature Chamber, where you have for example 1 Ulric Pup + 1 Cage > 1 Caged Ulric, but this recipe allows Prod modules, so you could end up with more than 1 Caged Ulric, which turns into more than 1 Cage.
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Re: Some small mistakes I found

Post by vamaelo »

Tier 3 circuits (processing-unit) are unlocked by blue science, yet they require neuromorphic chips, which require empty neuromorphic chips, which require carbon nanotubes, which are unlocked by Nanotechnology (purple science). I'm assuming this is a mistake since Nanotechnology has all of the recipes needed for tier 4 circuits (intelligent-unit).
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Re: Some small mistakes I found

Post by Blokus »

vamaelo wrote: Mon Mar 30, 2020 10:44 am Tier 3 circuits (processing-unit) are unlocked by blue science, yet they require neuromorphic chips, which require empty neuromorphic chips, which require carbon nanotubes, which are unlocked by Nanotechnology (purple science). I'm assuming this is a mistake since Nanotechnology has all of the recipes needed for tier 4 circuits (intelligent-unit).
Circuit 3 has other issues, for example it now requires silver foam which also has a prod sci unlock.
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Re: Some small mistakes I found

Post by vamaelo »

The cridren adrenal cortex recipe doesn't show up in the slaughterhouse. I poked around in the source code, and it looks like this recipe has the wrong category:

pyalienlife_1.5.1\prototypes\recipes\recipes.lua

Code: Select all

RECIPE {
    type = "recipe",
    name = "adrenal-cortex",
    category = "slaughterhouse",
    enabled = false,
    energy_required = 15,
    ingredients = {
        {type = 'item', name = 'cridren', amount = 1}
    },
    results = {
        {type = 'item', name = 'adrenal-cortex', amount = 1}
    },
    main_product = "adrenal-cortex",
}:add_unlock("biotech-mk03")
I think the category is supposed to be slaughterhouse-cridren. Half of the kmauts recipes also have their category set to slaughterhouse instead of slaughterhouse-kmauts.
  • Full Render kmauts
  • Extract kmauts Meat
  • Extract kmauts Brains
  • Extract kmauts Tendons
  • Extract kmauts Guts
  • Extract kmauts Blood
  • Extract kmauts Lard
  • Extract brains from Improved kmauts
  • Extract guts from Improved kmauts
  • Extract blood from Improved kmauts
  • Extract meat from Improved kmauts
  • Extract fat from Improved kmauts
vamaelo
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Re: Some small mistakes I found

Post by vamaelo »

After reworking my oil derricks, I noticed a stack of converter valves in my inventory. After some investigation, I realized that I could use the deconstruction planner to select the converter valve but not the associated oil derrick. The problem is easily solved by changing the flags of py-converter-valve:

pypetroleumhandling_1.7.5\prototypes\functions\Natural-gas-from-oil-well.lua

Code: Select all

ENTITY {
    type = "assembling-machine",
    name = "py-converter-valve",
    ...
    flags = {"not-blueprintable", "not-deconstructable", "not-on-map", "not-selectable-in-game"},
    ...
}
I'm not 100% sure about these flags. I just looked at the Factorio wiki and picked the ones that made sense.
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Re: Some small mistakes I found

Post by pyanodon »

vamaelo wrote: Mon Apr 06, 2020 10:37 pm stuff

Its all working here in the slaughterhouse.
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Re: Some small mistakes I found

Post by BlueTemplar »

Isn't it kind of weird that Caravan Outpost Depot is available with the Auog 1 tech, but the Caravan recipe itself only a bit later, in Domestication 1 ?
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