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Re: [MOD 0.16.x] pY Coal Processing
Posted: Sun Dec 24, 2017 5:25 pm
by barcharcraz
Is there a way to increase throughput on fawogae mushrooms?
Re: [MOD 0.16.x] pY Coal Processing
Posted: Sun Dec 24, 2017 10:25 pm
by chrisdec
barcharcraz wrote:Is there a way to increase throughput on fawogae mushrooms?
How do you mean?
Re: [MOD 0.16.x] pY Coal Processing
Posted: Sun Dec 24, 2017 10:26 pm
by barcharcraz
I just notice that the farm has a 0.1 crafting speed that indicated to me that there may be some alternate production chain unlocked later on that's a little faster.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Sun Dec 24, 2017 10:47 pm
by ZombieMooose
So I'm trying to play with a little modpack, and whenever I install the PyCoal mods (including Fusion and Industry) with your mod and angels installed there's a crash to desktop. It doesn't even give me the option to disable the mods.
It creates a dump file and closes the game.
this is my mod list:
https://snag.gy/xXZoqW.jpg
and this is the error:
https://snag.gy/3ESrmG.jpg
it doesn't do it when the the PY mods are uninstalled.
I let kingarthur know too, just in case.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Sun Dec 24, 2017 11:51 pm
by MinerSebas
ZombieMooose wrote:So I'm trying to play with a little modpack, and whenever I install the PyCoal mods (including Fusion and Industry) with your mod and angels installed there's a crash to desktop. It doesn't even give me the option to disable the mods.
It creates a dump file and closes the game.
this is my mod list:
https://snag.gy/xXZoqW.jpg
and this is the error:
https://snag.gy/3ESrmG.jpg
it doesn't do it when the the PY mods are uninstalled.
I let kingarthur know too, just in case.
While i dont know the cause, could you also upload the Log that has been mentined by the Error?
Re: [MOD 0.16.x] pY Coal Processing
Posted: Mon Dec 25, 2017 12:01 am
by orzelek
We'll need the log to say more but you can try reducing graphics quality and or vram usage settings and trying again.
Base game requirements for memory went up with 0.16 and Py mods add tons of new big buildings that bring the memory requirements up even more.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Mon Dec 25, 2017 12:39 am
by ZombieMooose
orzelek wrote:We'll need the log to say more but you can try reducing graphics quality and or vram usage settings and trying again.
Base game requirements for memory went up with 0.16 and Py mods add tons of new big buildings that bring the memory requirements up even more.
That may be the case. I'll try tomorrow and post the log in the bug report forums.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Sun Dec 31, 2017 9:42 pm
by aklesey1
Happy new 2018 Year to all people! I wish you happiness!
Re: [MOD 0.16.x] pY Coal Processing
Posted: Tue Jan 02, 2018 10:19 am
by aklesey1
New angel's bio processing is out and i have first question
Now we have ethanol with no way to use
What dp u think where we'll be able to use ethanol? Bcuz ethanol can be like solvent
Re: [MOD 0.16.x] pY Coal Processing
Posted: Tue Jan 02, 2018 12:50 pm
by orzelek
Would you be willing to add some speed/acceleration bonus to coal briquette?
It seems like a really good fuel at first with pretty complex production chain so it could use some added benefit for vehicles. In practice making just solid fuel blocks might be better for trains due to bonuses.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Tue Jan 02, 2018 10:12 pm
by orzelek
I have two questions (separate post since different topic):
1. Is there a decent way to produce limestone? It seems to be needed to make Chromium and only way to make it at this stage is to sift through tons of soil.
2. I'm not sure if it's by design but there seems to be some inconsistency in log/wood/organic matter chain of recipes. We can make 50 organic matter from log or 20 from 20 wood. At the same time 1 log nets only 5 wood.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Tue Jan 02, 2018 10:21 pm
by pyanodon
orzelek wrote:I have two questions (separate post since different topic):
1. Is there a decent way to produce limestone? It seems to be needed to make Chromium and only way to make it at this stage is to sift through tons of soil.
2. I'm not sure if it's by design but there seems to be some inconsistency in log/wood/organic matter chain of recipes. We can make 50 organic matter from log or 20 from 20 wood. At the same time 1 log nets only 5 wood.
1 - You can always use the ground borer to grab more limestone from the underground.
2 - i dont see a problem.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Tue Jan 02, 2018 10:51 pm
by orzelek
pyanodon wrote:orzelek wrote:I have two questions (separate post since different topic):
1. Is there a decent way to produce limestone? It seems to be needed to make Chromium and only way to make it at this stage is to sift through tons of soil.
2. I'm not sure if it's by design but there seems to be some inconsistency in log/wood/organic matter chain of recipes. We can make 50 organic matter from log or 20 from 20 wood. At the same time 1 log nets only 5 wood.
1 - You can always use the ground borer to grab more limestone from the underground.
2 - i dont see a problem.
I know it can be bored from underground - it's quite a few techs later and it's needed to get there. So only way atm seems to be farm of soil extractors and separators. Size of my base will be increasing again...
Can you also take a look at post above about coal briquette?
Re: [MOD 0.16.x] pY Coal Processing
Posted: Tue Jan 02, 2018 11:02 pm
by pyanodon
orzelek wrote:Can you also take a look at post above about coal briquette?
not in plans to change that much
Re: [MOD 0.16.x] pY Coal Processing
Posted: Tue Jan 02, 2018 11:17 pm
by orzelek
pyanodon wrote:orzelek wrote:Can you also take a look at post above about coal briquette?
not in plans to change that much
Not even to get it to match at least solid fuel(or between it and rocket fuel) in terms of acceleration?
It's pretty and I wanted to use it but it loses on utility due to this.
PS.
Where did you came up with all those production chains?
Wrapping my head around making science pack 3 will take a lot of time.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Wed Jan 03, 2018 5:56 pm
by pyanodon
orzelek wrote:
Where did you came up with all those production chains?
Wrapping my head around making science pack 3 will take a lot of time.
Coal briquette are used for making critical and supercritical steam in this mod. Bu also can be burned as any other chemical fuel. More uses for it may come in future mods.
All production chains are the result of a vast research in the area to adapt it for the game.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Thu Jan 04, 2018 3:06 am
by Nexela
orzelek wrote:Would you be willing to add some speed/acceleration bonus to coal briquette?
It seems like a really good fuel at first with pretty complex production chain so it could use some added benefit for vehicles. In practice making just solid fuel blocks might be better for trains due to bonuses.
I will add this to the todo list.
but I will probably forget. (you should ping me about this and the other request I said I would fix but forgot on discord
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Re: [MOD 0.16.x] pY Coal Processing
Posted: Fri Jan 05, 2018 3:46 pm
by Ghrathryn
Hey guys, something I noticed, and posted about in the Py Industry thread, right from game start you have several of the 'advanced foundry recipes' unlocked, notably all the smelting 'x metal plates' ones with fuel cell requirements to them. I don't know if there's anything else that needs doing, but changing the foundry recipes for smelting recipes with one ingredient section of the advanced-foundry-recipes.lua and turning them from enabled=true to enabled=false at least stops them from being immediately available. You might want to check see if they unlock properly with research though.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Sat Jan 06, 2018 5:05 pm
by orzelek
Is there a plan to expand productivity limitations support?
I see that they are currently only applied to syngas.
Re: [MOD 0.16.x] pY Coal Processing
Posted: Sat Jan 06, 2018 5:11 pm
by pyanodon
orzelek wrote:Is there a plan to expand productivity limitations support?
I see that they are currently only applied to syngas.
maybe in the future.
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