sorry i lied. turns out math is hard and its taking me a bit longer than planned to get it working correctly with all the module tiersmxpal wrote: ↑Fri Feb 05, 2021 1:10 pmwow thats quick. keep up the good work! i am 843 hours into this map and struggling to make yellow science, the perfect sample is a real pain.kingarthur wrote: ↑Fri Feb 05, 2021 1:04 pmNot exactly. It's working as intended but as intended forgot to account for -speed for things less than tier 4.
Its getting fixed and I should have an update out sometime Saturday. Say about 24hrs from now.
i will be here all the way till the end!
pY Alien Life - Discussion
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Re: pY Alien Life - Discussion
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Re: pY Alien Life - Discussion
and maybe u should also have made it work as a formula since there are a lot of building tier and module combinationskingarthur wrote: ↑Sat Feb 06, 2021 11:02 amsorry i lied. turns out math is hard and its taking me a bit longer than planned to get it working correctly with all the module tiersmxpal wrote: ↑Fri Feb 05, 2021 1:10 pmwow thats quick. keep up the good work! i am 843 hours into this map and struggling to make yellow science, the perfect sample is a real pain.kingarthur wrote: ↑Fri Feb 05, 2021 1:04 pmNot exactly. It's working as intended but as intended forgot to account for -speed for things less than tier 4.
Its getting fixed and I should have an update out sometime Saturday. Say about 24hrs from now.
i will be here all the way till the end!
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Re: pY Alien Life - Discussion
Is it intended, that we can put AL-modules like Bhoddos in all mines and Py-mines (salt/molybdenum...)?
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Re: pY Alien Life - Discussion
not intended but most miming requires some sort of fluid/item so that is still the bottleneck , only u need mess minesFiremonkey1412 wrote: ↑Sun Feb 14, 2021 6:51 pm Is it intended, that we can put AL-modules like Bhoddos in all mines and Py-mines (salt/molybdenum...)?
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Re: pY Alien Life - Discussion
Hi, nice to see that you're still polishing this mod !
Is it normal that the cottongut red science recipe seems to be much worse than the starting red science recipe ?
Is it normal that the cottongut red science recipe seems to be much worse than the starting red science recipe ?
BobDiggity (mod-scenario-pack)
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Re: pY Alien Life - Discussion
Eh. Not reallyBlueTemplar wrote: ↑Tue Feb 16, 2021 1:14 pm Hi, nice to see that you're still polishing this mod !
Is it normal that the cottongut red science recipe seems to be much worse than the starting red science recipe ?
Screenshot from 2021-02-16 14-11-13.png
Screenshot from 2021-02-16 14-12-16.png
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Re: pY Alien Life - Discussion
not my math in the resices so not my fault , blame king , btw what rat scince iteration is this 5?
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Re: pY Alien Life - Discussion
??what rat scince iteration is this 5?
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Here's another one that looks questionable :
Starting rubber stopper recipe vs rubber tech - unlocked rubber stopper recipe :
BobDiggity (mod-scenario-pack)
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Re: pY Alien Life - Discussion
later on the rubber to spoper recip will be better but early on it is not greatBlueTemplar wrote: ↑Tue Feb 16, 2021 4:20 pm??what rat scince iteration is this 5?
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Here's another one that looks questionable :
Starting rubber stopper recipe vs rubber tech - unlocked rubber stopper recipe :
Screenshot from 2021-02-16 17-18-16.png
Screenshot from 2021-02-16 17-19-09.png
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Re: pY Alien Life - Discussion
In which situation would you prefer to have 1.25 coal rather than 0.25 Titanium, 50 Aromatics, 50 Tar/CrudeOil ? (and ~6 MJ, but this might change)
Unless you're talking about green science and better rubber recipes, but then why put the (not-)'better' rubber stopper recipe in the same red science tech that unlocks the first rubber recipe ?
Unless you're talking about green science and better rubber recipes, but then why put the (not-)'better' rubber stopper recipe in the same red science tech that unlocks the first rubber recipe ?
BobDiggity (mod-scenario-pack)
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Re: pY Alien Life - Discussion
Split rubber into its own thread, as the alternate yellow belt and engine unit recipes the Rubber tech unlocks are concerned too :
viewtopic.php?f=219&t=96253
viewtopic.php?f=219&t=96253
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Re: pY Alien Life - Discussion
i was reffering that later on there will be better rubber recipes that use less latex so the rubber to plugs recipe will make more sense thenBlueTemplar wrote: ↑Tue Feb 16, 2021 9:16 pm In which situation would you prefer to have 1.25 coal rather than 0.25 Titanium, 50 Aromatics, 50 Tar/CrudeOil ? (and ~6 MJ, but this might change)
Unless you're talking about green science and better rubber recipes, but then why put the (not-)'better' rubber stopper recipe in the same red science tech that unlocks the first rubber recipe ?
Re: pY Alien Life - Discussion
I can use animals in the module slots of the mining drills. It's just free 1125% speed boost with 3 fishes from the lake:
It's bug or feature?
It's bug or feature?
Re: pY Alien Life - Discussion
I'm in the beginning part of the game, and I'm having a really hard time getting sufficient moss. I understand moss can be mined from rocks, and then made in a moss farm. However, to build a moss farm I need aluminum, and to get aluminum I need syngas which requires coal processing. Getting this much science requires a lot of moss. I've spent over an hour and a half wandering the map, mining rocks to get moss, and have made about 20% progress to where I need to be.
Am I missing something?
Am I missing something?
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Re: pY Alien Life - Discussion
I assume this is the same issue as this one ?
Though for miners it's a bigger issue than for labs, as the number of miners that you can place on an ore field limits your maximum throughput for that ore field. Is there no way to fix this without resorting to extreme solutions like removing module slots on miners ?
(Hmm, what about an opt-out option that disables productivity modules on miners ? (And labs ?) By the point when a player finally reaches modules, he'll have a much better understanding of Py anyway, and can decide to disable this option in full knowledge.)
You're not *supposed* to do that, so please don't.kingarthur wrote: ↑Mon Jun 29, 2020 8:38 pmNethier. Its not an intended feature or a bug. Just a result of vanilla factorio not give a nice way to block those modules from be used in labs and i decided it isn't worth the effort to fix it. Speeding up a lab doesn't really get you out of having to craft all the materials to make the science packs.kalashn1k0v wrote: ↑Mon Jun 29, 2020 5:17 pm Hello guys,
Accidentally I Ctrl-clicked a lab having moss in my hand.
For my surprise moss was inserted as a module into a lab.
So I wanted to quickly check what else can I insert into labs in map editor.
Looks like you can insert any plant or creature.
For example, I picked the fastest creature Xyhiphoe MK 04, which gives +8000% of speed.
You can insert 2 modules, so it gives 16000% speed boost.
And it worked!!! A lab was crazy fast
Is it a feature or a bug of Alien Life?
I play on a full Py suite, latest version. (PyAL 1.8.3)
Though for miners it's a bigger issue than for labs, as the number of miners that you can place on an ore field limits your maximum throughput for that ore field. Is there no way to fix this without resorting to extreme solutions like removing module slots on miners ?
(Hmm, what about an opt-out option that disables productivity modules on miners ? (And labs ?) By the point when a player finally reaches modules, he'll have a much better understanding of Py anyway, and can decide to disable this option in full knowledge.)
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Re: pY Alien Life - Discussion
it requires coal gas not syngas.bweenie wrote: ↑Sun Feb 21, 2021 10:55 am I'm in the beginning part of the game, and I'm having a really hard time getting sufficient moss. I understand moss can be mined from rocks, and then made in a moss farm. However, to build a moss farm I need aluminum, and to get aluminum I need syngas which requires coal processing. Getting this much science requires a lot of moss. I've spent over an hour and a half wandering the map, mining rocks to get moss, and have made about 20% progress to where I need to be.
Am I missing something?
Re: pY Alien Life - Discussion
Yes, I was definitely missing something ... Thanks! That really helps!kingarthur wrote: ↑Sun Feb 21, 2021 11:59 amit requires coal gas not syngas.bweenie wrote: ↑Sun Feb 21, 2021 10:55 am I'm in the beginning part of the game, and I'm having a really hard time getting sufficient moss. I understand moss can be mined from rocks, and then made in a moss farm. However, to build a moss farm I need aluminum, and to get aluminum I need syngas which requires coal processing. Getting this much science requires a lot of moss. I've spent over an hour and a half wandering the map, mining rocks to get moss, and have made about 20% progress to where I need to be.
Am I missing something?
Re: pY Alien Life - Discussion
bug report: when i remove fastwood forestry, a hidden beacon remains on the ground and i cant destroy it with right click or alt+d. It blocks my building replacement even with shift held down.
Re: pY Alien Life - Discussion
Bug: If you take the productivity upgrade to slaughterhouses, you end up creating cages out of nothing, because you get an extra cage often enough.
This means that once it happens, your butchery backs up, and you have to remove your circuits for adding cages when they get depleted, and you have to start burning the extra cages.
This means that once it happens, your butchery backs up, and you have to remove your circuits for adding cages when they get depleted, and you have to start burning the extra cages.
Re: pY Alien Life - Discussion
Where are the updates for buildings that produce plants from research gone?