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Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 7:12 am
by Catbert
The wood processor does not require research. You only need to craft a single pole and you can start running it.

Pycoal comes with its own research that is expensive as is, it is at least 5x normal research even without modifiers, but currently buggy so you should wait for a fix.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 8:43 am
by aklesey1
Nexela, pyanodon i have question to u:

What important changes u did when u stared to develop new pycp science pack system? Ur science packs forcibly replaced bob's science packs, and that was good ;)

So today i installed patch from kingarthur and i found that the angel's refining turned all ur work back to bob's pack condition


I know u don't like when i[m talking about angel's mods when its linked to py mods :( , i just need to know opinion before i'll ask Arch666angel

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 9:36 am
by kingarthur
aklesey1 wrote:Nexela, pyanodon i have question to u:

What important changes u did when u stared to develop new pycp science pack system? Ur science packs forcibly replaced bob's science packs, and that was good ;)

So today i installed patch from kingarthur and i found that the angel's refining turned all ur work back to bob's pack condition


I know u don't like when i[m talking about angel's mods when its linked to py mods :( , i just need to know opinion before i'll ask Arch666angel

Is just a pycoal bug. bit of teething issues from .16 update. has nothing to do with angels mods

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 9:45 am
by pyanodon
I said were fixing it people. Give us some time.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 11:41 am
by orzelek
I would have small request - can you attach all the nice diagrams with produciton chains to first post both here and in PyFusion.
It takes a while to find them in whole thread :)

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 11:41 am
by orzelek
I would have small request - can you attach all the nice diagrams with produciton chains to first post both here and in PyFusion.
It takes a while to find them in whole thread :)
(They are on page 22 now)

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 11:52 am
by pyanodon
orzelek wrote:I would have small request - can you attach all the nice diagrams with produciton chains to first post both here and in PyFusion.
It takes a while to find them in whole thread :)
(They are on page 22 now)

here only if you point me where they are. ;)

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 2:37 pm
by orzelek
pyanodon wrote:
orzelek wrote:I would have small request - can you attach all the nice diagrams with produciton chains to first post both here and in PyFusion.
It takes a while to find them in whole thread :)
(They are on page 22 now)

here only if you point me where they are. ;)
I found them on page 22 of this thread :)

PS.
I might have found out what happened with science pack recipes - I can try to post fixed files if you are interested.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 3:07 pm
by pyanodon
orzelek wrote: I might have found out what happened with science pack recipes - I can try to post fixed files if you are interested.
Sure!

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 3:51 pm
by orzelek
I've zipped prototypes and stdlib folders and attached it here.

There are two changes:
1. In stdlib\data\recipe.lua I've added handling of overwrite recipe parameter to replace a recipe (Since by default it ignores recipe if it exists) and added a log statement to track if some attempt to replace is made on existing recipe.
2. In prototypes\recipes\recipes.lua I've added the new overwrite parameter to science pack recipes.

This might be a bit of a workaround - it's possible to do it by grabbing original recipe and modifying it most likely using stdlib recipe manipulation functions.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 4:34 pm
by Nexela
Thank you orzelek, I have partially implemented your changes (if object is table set var and force during extension) until I have more time to re-write my .get handlers and merge them into less repetitive code.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 4:46 pm
by pyanodon
pYCoalprocessing updated. Please, update your game and the recipes should be working now.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 6:31 pm
by Jessea2010
Pyanodon and Nexela, I would like to say that you are awesome and I really appreciate your hard work on these mods to get them to .16.

I am very excited to play these mods.

I was wondering if anyone has sample, beginning Blueprints or any blueprints for pY Coal?

Thank you again.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 6:42 pm
by Altaric
We had an issue with PyCoal's tailing pond, heres the screenshot :
Happens when one starts filling it with tar
Placing down works,
picking up up works but leaves the sprite ingame.

Code: Select all

--Pond contains gases, lets spill them out. Only negative is this can be used as a "gas" void so...
--If the gas is "polluting" create pollution, else just vent.
local function empty_pond_gas(fluid, surface, position)
    if fluid then
        if
[color=#FF0000]            fluid.temperature >= game.fluid_prototypes[fluid.type].gas_temperature or
                (fluid.type:contains("-gas") or fluid.type:contains("gas-") and not _gasses[fluid.type] == false) or
                _gasses[fluid.type] == true[/color]
         then
            surface.pollute(position, fluid.amount * _pollution_mod)
            return nil
        elseif _gasses[fluid.type] == false then
            return nil
        end
        return fluid
    end
end

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 6:45 pm
by pyanodon
Altaric wrote:We had an issue with PyCoal's tailing pond, heres the screenshot :
Happens when one starts filling it with tar
Placing down works,
picking up up works but leaves the sprite ingame.

we will check it out

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sat Dec 23, 2017 9:26 pm
by orzelek
I'm feeling like mod is named PyLumberjack in early game stage.
Everything needs tons of lumber... and 0.16 reduced starting area trees.
I see that coal processing will give ability to make wood. It requires steel research first then actual coal processing - thats 320 bottles for me. Add 120 on top of that for automation and logistics and it's a lot of wood (total is around 1.5k not counting buildings that need wood to make). I'm using science multiplier 4.

It would be nice to reduce it at least a bit... it's a bit insane as is :D
And I still need to figure where to put all the tar I will make during coke production since first use of it seems to be also in coal processing tech.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sun Dec 24, 2017 6:53 am
by Catbert
So you are using a science multiplier of 4 and then you complain about the science costs being too high? Seems like you only have to blame your own choices.

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sun Dec 24, 2017 10:01 am
by pyanodon
Catbert wrote:So you are using a science multiplier of 4 and then you complain about the science costs being too high? Seems like you only have to blame your own choices.
i dont even answer that anymore ahahah

Anyway....mod updated to fix the tailings pond bug.! Merry xmas!

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sun Dec 24, 2017 10:55 am
by Ashprinny
pyanodon wrote:
Catbert wrote:So you are using a science multiplier of 4 and then you complain about the science costs being too high? Seems like you only have to blame your own choices.
i dont even answer that anymore ahahah

Anyway....mod updated to fix the tailings pond bug.! Merry xmas!
Fixed it for me; meery X-mas to you too :)

Re: [MOD 0.16.x] pY Coal Processing

Posted: Sun Dec 24, 2017 12:12 pm
by orzelek
pyanodon wrote:
Catbert wrote:So you are using a science multiplier of 4 and then you complain about the science costs being too high? Seems like you only have to blame your own choices.
i dont even answer that anymore ahahah

Anyway....mod updated to fix the tailings pond bug.! Merry xmas!
Not exactly. I'm complaining about mod in game about automation making you do a lot of stuff by hand before you can automate it.
Even without science multiplier you will need to cut quite a lot of trees ;)

I do realize that increasing science multiplier requires more work - I would expect that work to be in bigger factory not in much more manual labor. Fortunately in this case bob's greenhouse comes to the rescue since it's much easier to get.

And thanks for the fix :)