Hi! So I updated to the newest version today (thanks!) and I think I found a game breaking bug, sorry.
Advanced Foundry mk01 is now in two different research techs (Smelters1 and Steel Processing).
Why is it a problem? Because after that last update steel can only be made in advanced foundry -> steel is needed to get to science pack1 -> and science pack is needed to get to Smelters1.
I guess if a recipe is found in 2 research nodes the game automatically requires both to be researched before it becomes available.
Overall I think it's an awesome idea to make steel from iron ore and carbon (if I'm not mistaken that's how it's made irl)!
Hope to be able to get to keep playing the game soon! It's really fun! Patreon support coming soon!
Can provide picures if need and I hope I posted this at the right place. Thanks!
pY Coal Processing - Discussion
Moderator: pyanodon
Re: pY Coal Processing - Discussion
gavrielba wrote: ↑Tue Nov 29, 2022 3:29 pmHi! So I updated to the newest version today (thanks!) and I think I found a game breaking bug, sorry.
Advanced Foundry mk01 is now in two different research techs (Smelters1 and Steel Processing).
Why is it a problem? Because after that last update steel can only be made in advanced foundry -> steel is needed to get to science pack1 -> and science pack is needed to get to Smelters1.
I guess if a recipe is found in 2 research nodes the game automatically requires both to be researched before it becomes available.
Overall I think it's an awesome idea to make steel from iron ore and carbon (if I'm not mistaken that's how it's made irl)!
Hope to be able to get to keep playing the game soon! It's really fun! Patreon support coming soon!
Can provide picures if need and I hope I posted this at the right place. Thanks!
Re: pY Coal Processing - Discussion
Above you can see that I can't build foundry
And here you can see that the Foundry is under two research items. The first one I have researched. The second one is behind Science Pack 1. Which definitely requires steel to achieve.
Hmm, now that I think of it, maybe the bug is that I needed to actually unlock Steel Processing before updating the mod. Oh, well, it's a shame I can't re-research it, can I?
But, still why does the same item appear in two different research achievements? Maybe I'll help to at least fix that Thanks!
Edit: Oh, just realised something! We might be confusing science pack nomenclature. The first ever science pack is called automation science pack, yes. I don't mean that one. I mean py science pack 1 which is required before researching Smelters1 and steel is needed to build, at minimum, Microorganism Mine which is required to build incubated petri dish which is required for Basic Subtrate, etc.
Re: pY Coal Processing - Discussion
Have you updated to the latest version of PY ores? as there were 2 versions a day apart.
Changelog:
Version: 2.4.4
Date: 2022-11-28
Changes:
- fixed double unlock for advanced foundry mk01.
Changelog:
Version: 2.4.4
Date: 2022-11-28
Changes:
- fixed double unlock for advanced foundry mk01.
Re: pY Coal Processing - Discussion
Yep, it's fixed now - thank you, Py, for such a quick fix!
Re: pY Coal Processing - Discussion
When the backwards compatibility checkbox is enabled, collisions are created for beacons with AM-FM configurations: 1-1 + 1-2 + 2-1 + 2-2
Re: pY Coal Processing - Discussion
I looked at your code in https://github.com/pyanodon/pycoalproce ... eacons.lua
This line is incorrect:
----
----
In the case of backward compatibility, you need to group by both ranges together. For example like this:
This line is incorrect:
----
Code: Select all
if effected_am[am] and effected_fm[fm] then
In the case of backward compatibility, you need to group by both ranges together. For example like this:
Code: Select all
local function has_beacon_collision(reciver)
local beacons = reciver.get_beacons()
if not beacons or not next(beacons) then return end
local effected_am = {}
local effected_fm = {}
local effected_am_fm = {}
for _, beacon in pairs(beacons) do
if our_beacons[beacon.name] then
local am = beacon.name:match('%d+')
local fm = beacon.name:match('%d+$')
if settings.startup['future-beacons'].value then
if effected_am[am] or effected_fm[fm] then
return true
end
else
if effected_am_fm[am .. fm] then
return true
end
end
if settings.startup['future-beacons'].value then
effected_am[am] = true
effected_fm[fm] = true
else
effected_am_fm[am .. fm] = true
end
end
end
return false
end
local function beacon_check(reciver)
if has_beacon_collision(reciver) then
disable_entity(reciver)
else
enable_entity(reciver)
end
end
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Problem with update
I've just started a run in the 2.0 update, and to make it simpler I only have high tech, fusion energy, industry, and coal processing enabled. After unlocking the automation technology, I noticed that there is no way to unlock the inserter, and it is used in a lot of different products.
any suggestions for how to fix would be great. Thanks!
any suggestions for how to fix would be great. Thanks!