pY Coal Processing - Discussion
Moderator: pyanodon
- BlueTemplar
- Smart Inserter
- Posts: 3234
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: pY Coal Processing - Discussion
But tanks (and the materials to build them) are in science1 ... ??
BobDiggity (mod-scenario-pack)
Re: pY Coal Processing - Discussion
But you have to research fluid handling as a prereq, which is science2.
- BlueTemplar
- Smart Inserter
- Posts: 3234
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: pY Coal Processing - Discussion
It doesn't (unless changed recently), and the check valve only requires steel ?
- Attachments
-
- PyIndustries_FluidHandling.jpg (300.71 KiB) Viewed 5873 times
BobDiggity (mod-scenario-pack)
Re: pY Coal Processing - Discussion
0.17. I'm not at home or I'd provide a screenshot.
Re: pY Coal Processing - Discussion
Am i right in thinking that fuel for boilers to get steam power are all twice as good now as they removed the 50% efficency from boilers?
-
- Smart Inserter
- Posts: 1463
- Joined: Sun Jun 15, 2014 11:39 am
- Contact:
Re: pY Coal Processing - Discussion
Well they removed the 50% efficiency and chopped fuel valves in half so i dont think they actually gotten betterCardoyle wrote: Sat Mar 09, 2019 8:55 pm Am i right in thinking that fuel for boilers to get steam power are all twice as good now as they removed the 50% efficency from boilers?
Re: pY Coal Processing - Discussion
I started a Py mall for all the Py stuff in 0.16.. I havent played 0.17 yet. But I asume that alot of recipes have changed so that I have to start over, right?
-
- Smart Inserter
- Posts: 1463
- Joined: Sun Jun 15, 2014 11:39 am
- Contact:
Re: pY Coal Processing - Discussion
I'd say 90% - 95% is stayed the same. Could pretty easily just port over with minimal issues
Re: pY Coal Processing - Discussion
I see that additional building tiers have been added in the last version. Can they be enabled? Or will be in the future updates? Will other buildings like auog paddock, tailings-pond, ulric corral get additional tiers too? (other py components)
Or are they enabled by default and it's just my modpack breaking things? Maybe PyCoalTBaA is not aware of it?
edit.
now I see that they don't have an unlocking technology specified.
can I just plop
?
Or are they enabled by default and it's just my modpack breaking things? Maybe PyCoalTBaA is not aware of it?
edit.
now I see that they don't have an unlocking technology specified.
can I just plop
Code: Select all
:add_unlock("coal-processing-1")
Last edited by Sopel on Sun Mar 10, 2019 3:44 pm, edited 1 time in total.
Re: pY Coal Processing - Discussion
Sopel wrote: Sun Mar 10, 2019 3:32 pm I see that additional building tiers have been added in the last version. Can they be enabled? Or will be in the future updates? Will other buildings like auog paddock, tailings-pond, ulric corral get additional tiers too?
Or are they enabled by default and it's just my modpack breaking things? Maybe PyCoalTBaA is not aware of it?
edit.
now I see that they don't have an unlocking technology specified.
can I just plop?Code: Select all
:add_unlock("coal-processing-1")
They are unlocked when you play with the pyRO mod.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Coal Processing - Discussion
Installed Py Raw Ores fixed the burner, but with the full current 0.17 set the tanks are still locked behind science2.BlueTemplar wrote: Sat Mar 09, 2019 3:31 pm It doesn't (unless changed recently), and the check valve only requires steel ?
https://imgur.com/a/m7jHI45
Re: pY Coal Processing - Discussion
people....tanks are supposed to be under science 2. 

pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Coal Processing - Discussion
Then put a science2 requirement on them? With only automation science required to research it, it looks out of place.
Re: pY Coal Processing - Discussion
yeah..it was fixed already.Lochar wrote: Mon Mar 11, 2019 12:59 am Then put a science2 requirement on them? With only automation science required to research it, it looks out of place.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Coal Processing - Discussion
apologies if this has already been reported. Using 0.17 with mods including BioIndustries I am stuck using console commands to enable the Fluid handling tech because pipes are needed to build some of the buildings needed to level one beakers. bioIndustries gives the ability to make wooden pipes at game start instead the pipes needed for Py buildings.
Re: pY Coal Processing - Discussion
pipes arent locked.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Coal Processing - Discussion
Thank you for the quick assessment and response. I didn't expect you to be so active on the forum.
I'm not sure what you are claiming about pipes being unlocked at the start? With BioIndustries mod installed the player has access to wood pipes at the beginning:
and (iron) pipes are available with basic fluid handling
The deadlock is that the Fawogae Plantation requires (iron) pipes but is is required for red beakers:
I have other mods active that I don't think are affecting this (Flow Control, AAI Industry, Tiny Start) but might be. If you have a test or two you would like me to run let me know and I will find the time in the next few days to get you the feedback.
I'm not sure what you are claiming about pipes being unlocked at the start? With BioIndustries mod installed the player has access to wood pipes at the beginning:
and (iron) pipes are available with basic fluid handling
The deadlock is that the Fawogae Plantation requires (iron) pipes but is is required for red beakers:
I have other mods active that I don't think are affecting this (Flow Control, AAI Industry, Tiny Start) but might be. If you have a test or two you would like me to run let me know and I will find the time in the next few days to get you the feedback.
Re: pY Coal Processing - Discussion
Sounds like Bioindustries's problem for locking starting items behind tech.Alluvial wrote: Wed Mar 13, 2019 1:30 pmI'm not sure what you are claiming about pipes being unlocked at the start? With BioIndustries mod installed the player has access to wood pipes at the beginning:
...
I have other mods active that I don't think are affecting this (Flow Control, AAI Industry, Tiny Start) but might be. If you have a test or two you would like me to run let me know and I will find the time in the next few days to get you the feedback.
[ETA] Or AAI, it does that too. Try toggling one or the other off and see if it changes.
Re: pY Coal Processing - Discussion
Perhaps, although Pyanodon seems to have tried to keep his mod set compatible with BioIndustries so I thought it was worth reporting to him.Lurve wrote: Wed Mar 13, 2019 2:52 pm
Sounds like Bioindustries's problem for locking starting items behind tech.
Re: pY Coal Processing - Discussion
not a py mod problem. If kingarthur wanna fix that, he can work over it. But not my focus.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791