yep, seems devs just love to break your mods don't it
pY Petroleum Handling
Moderator: pyanodon
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Re: pY Petroleum Handling
How's it possible..!
The factory construction is our really life..!
Meow..!
The factory construction is our really life..!
Meow..!
This is Liwers 'Kitty' Loor, a extremly very cute kitty.. Meow..!
Re: pY Petroleum Handling
pyPH entered into alpha version and few people are playing with it to help find error,s deadlock and inbalances. Of course it wont be perfect at first..but like all other pymods, it will get improved with time.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Petroleum Handling
I can help u with testing alpha PYPH pyanodon
Can i download it from ur GitHub?
U know that i like ur carefully thought out py mods, and i want to help u to avoid may issues as it was with PYRO
Nickname on ModPortal - Naron79
Re: pY Petroleum Handling
So i looked into PYPH
I have suggestion - use iron sticks instead of iron plates for bolts crafting
Now - 1 iron plate = 2 bolts
Will be - 1 iron stick = 2 bolts
I have suggestion - use iron sticks instead of iron plates for bolts crafting
Now - 1 iron plate = 2 bolts
Will be - 1 iron stick = 2 bolts
Nickname on ModPortal - Naron79
Re: pY Petroleum Handling
public release now on mod portal.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Petroleum Handling
Theres no RSO compatible yet...im sure its being worked.
Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Petroleum Handling
i tried to put it to running game..... and then spawn the new resources with /c game.player.surface.create_entity({name="tar-patch", amount=300000, position={game.player.position.x, game.player.position.y}})pyanodon wrote: ↑Wed Apr 24, 2019 12:23 pmTheres no RSO compatible yet...im sure its being worked.
Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
theorectically it should work normally right?
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Re: pY Petroleum Handling
Well might not unlock all the recipes and update any changes that have been mademxpal wrote: ↑Wed Apr 24, 2019 2:00 pmi tried to put it to running game..... and then spawn the new resources with /c game.player.surface.create_entity({name="tar-patch", amount=300000, position={game.player.position.x, game.player.position.y}})pyanodon wrote: ↑Wed Apr 24, 2019 12:23 pmTheres no RSO compatible yet...im sure its being worked.
Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
theorectically it should work normally right?
Re: pY Petroleum Handling
I made approximate variant of RSO settings and i'll tell it to Orzelekpyanodon wrote: ↑Wed Apr 24, 2019 12:23 pmTheres no RSO compatible yet...im sure its being worked.
Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
Nickname on ModPortal - Naron79
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Re: pY Petroleum Handling
Might want to sync w/ king arthur he's been working on the same thing
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Re: pY Petroleum Handling
So what your saying, is start over!!!pyanodon wrote: ↑Wed Apr 24, 2019 12:23 pmTheres no RSO compatible yet...im sure its being worked.
Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
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Re: pY Petroleum Handling
Is the best thing to do given the amount of new stuff an alterations can cuase some significant issues to hot drop it into a savetheblindironman wrote: ↑Wed Apr 24, 2019 6:25 pmSo what your saying, is start over!!!pyanodon wrote: ↑Wed Apr 24, 2019 12:23 pmTheres no RSO compatible yet...im sure its being worked.
Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
Re: pY Petroleum Handling
I've posted new RSO with resource configs from aklesey1.
One small drawback might be that it requires Factorio 0.17.33 due to usage of new API for biter bases.
One small drawback might be that it requires Factorio 0.17.33 due to usage of new API for biter bases.
Re: pY Petroleum Handling
Ah, Kitty is still downloading this mod, but this doesn't obstruct me from reporting the bugs..
Bug report: hot air recipe..
One of our Chinese Pyanodonian Community player said he can't check the 'hot air recipes' in the Recipe Explorer..
Kitty asked him about report it to RE's modder, but he showed me a screenshot of error instead:
He tried to enable 'Omnifluid', however, 'hotairrecipe' is a nil value..
It means that this bug has to be a pyPH's problem..
Please repair it..
Meow..!
Bug report: hot air recipe..
One of our Chinese Pyanodonian Community player said he can't check the 'hot air recipes' in the Recipe Explorer..
Kitty asked him about report it to RE's modder, but he showed me a screenshot of error instead:
He tried to enable 'Omnifluid', however, 'hotairrecipe' is a nil value..
It means that this bug has to be a pyPH's problem..
Please repair it..
Meow..!
This is Liwers 'Kitty' Loor, a extremly very cute kitty.. Meow..!
Re: pY Petroleum Handling
I noticed this issue too. The recipe is unlocked at an early stage research and since there are no migration scripts to reset research results, it isnt enabled.liwers wrote: ↑Thu Apr 25, 2019 2:21 pmAh, Kitty is still downloading this mod, but this doesn't obstruct me from reporting the bugs..
Bug report: hot air recipe..
One of our Chinese Pyanodonian Community player said he can't check the 'hot air recipes' in the Recipe Explorer..
Kitty asked him about report it to RE's modder, but he showed me a screenshot of error instead:
He tried to enable 'Omnifluid', however, 'hotairrecipe' is a nil value..
It means that this bug has to be a pyPH's problem..
Please repair it..
Meow..!
It can manually be fixed by running this in the console
Code: Select all
/c game.player.force.reset_technology_effects()
@Pyanodon, I strongly advise you to always include a migration script in, at least on of the "main" mods being released that always runs this code:
Code: Select all
game.reload_script()
for index, force in pairs(game.forces) do
force.reset_recipes()
force.reset_technology_effects()
end
Re: pY Petroleum Handling
Just added it to my game with RSO and forced the generation of new chunks and the new resources did generated, even when the current map generation settings have those values empty (using change map settings mod)pyanodon wrote: ↑Wed Apr 24, 2019 12:23 pmTheres no RSO compatible yet...im sure its being worked.
Also, dont put it into a running game....we dont know how it will reacts. This mod add several new resources and probably wont be able to locate in map in a running game. There´s no migration file for first releases.
Re: pY Petroleum Handling
theres no migration in a new mod. I warned you about add it to running games.
also, not compatible with omni mods.
also, not compatible with omni mods.
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: pY Petroleum Handling
I know you warned.
You warned it was not tested and could have unexpected issues. You didnt said that we CAN'T add it to an existing world.
So, we are trying it on existing worlds and we are reporting the issues we find (and how to fix them) so it can be fixed and others can actually add the mod into existing worlds coz... your mods take months to play, they are huge. people get burned out and give up on them and resume the saved game a couple weeks/months later.
Do you expect them to start a new world just so they can play the new content every time you release a new version?
We are voluntarily (at least I am) being your guinea pigs so its gets smoother for other players.
And, from what I understood, even if it is a new mod, when the game starts, if factory does not see the migration file registered it will run it even if its the first time the mod is added to the game. It doesnt care if the mod already existed or not, he only checks if that migration file was run already and since its a new mod, the file will not be runned yet and will run. At least, that is how I would implement it and factorio devs are way smarter then me....
if that is not the case, and since it requires other mods like Coal, just put the tech reset migration file inside the Coal mod.
Re: pY Petroleum Handling
i know it
but i only enable omnifuild (just change all fuild to solid) and disabled other omnimods
so there are no other issues abot compatibility
Please check the code of hotairrecipe thank you^.^