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Re: Some small mistakes I found
Posted: Thu Mar 19, 2020 8:41 am
by immortal_sniper1
ShadowGlass wrote: Thu Mar 19, 2020 2:15 am
immortal_sniper1 wrote: Mon Mar 16, 2020 4:43 pm
ShadowGlass wrote: Mon Mar 16, 2020 6:27 am
pyanodon wrote: Sat Feb 29, 2020 11:32 am
no prod modules in any pyAl organic based recipes.
Raising pups into adult animals in the Creature Chamber also accepts prod modules, and can also (for some animals) return extra cages. I guess that'll go away too?
what does make extra cages?
also apparently there is a bit of wigle room with prod modules , wood chain is from pyCP so it has them also py apparently said he will allow prod in food recipes
I mean the recipe has 1 cage as an ingredient, and with prod modules would return more than 1 caged animal. Eventually, if you slaughter it or use it otherwise a caged animal will return a cage.
Technically we have this same situation without prod modules if we use Antiviral recipes in animal ranch buildings. They require 1 cage, but return 1.5 caged animal.
Maybe this won't be a problem, as you said some recipes are negative on cages (the non-antiviral ranch recipes for example).
wIL re u speaking of the animal>caged>animal loop?
it had its prod modules removed a while ago so it wont generate cages or so i was told
Re: Some small mistakes I found
Posted: Thu Mar 19, 2020 9:56 am
by ShadowGlass
Nope it's different. All animal ranches have 2 recipes with Antiviral as an ingredient, which increases the caged animal output from 0.9 to 1.5.
So you get: 1 Cage > 1.5 Caged Auog > 1.5 Cage
This is without prod modules.
The prod module example I was talking about earlier was another different one. It's in the Creature Chamber, where you have for example 1 Ulric Pup + 1 Cage > 1 Caged Ulric, but this recipe allows Prod modules, so you could end up with more than 1 Caged Ulric, which turns into more than 1 Cage.
Re: Some small mistakes I found
Posted: Mon Mar 30, 2020 10:44 am
by vamaelo
Tier 3 circuits (processing-unit) are unlocked by blue science, yet they require neuromorphic chips, which require empty neuromorphic chips, which require carbon nanotubes, which are unlocked by Nanotechnology (purple science). I'm assuming this is a mistake since Nanotechnology has all of the recipes needed for tier 4 circuits (intelligent-unit).
Re: Some small mistakes I found
Posted: Mon Mar 30, 2020 12:26 pm
by Blokus
vamaelo wrote: Mon Mar 30, 2020 10:44 am
Tier 3 circuits (processing-unit) are unlocked by blue science, yet they require neuromorphic chips, which require empty neuromorphic chips, which require carbon nanotubes, which are unlocked by Nanotechnology (purple science). I'm assuming this is a mistake since Nanotechnology has all of the recipes needed for tier 4 circuits (intelligent-unit).
Circuit 3 has other issues, for example it now requires silver foam which also has a prod sci unlock.
Re: Some small mistakes I found
Posted: Mon Apr 06, 2020 10:37 pm
by vamaelo
The cridren adrenal cortex recipe doesn't show up in the slaughterhouse. I poked around in the source code, and it looks like this recipe has the wrong category:
pyalienlife_1.5.1\prototypes\recipes\recipes.lua
Code: Select all
RECIPE {
type = "recipe",
name = "adrenal-cortex",
category = "slaughterhouse",
enabled = false,
energy_required = 15,
ingredients = {
{type = 'item', name = 'cridren', amount = 1}
},
results = {
{type = 'item', name = 'adrenal-cortex', amount = 1}
},
main_product = "adrenal-cortex",
}:add_unlock("biotech-mk03")
I think the category is supposed to be slaughterhouse-cridren. Half of the kmauts recipes also have their category set to slaughterhouse instead of slaughterhouse-kmauts.
- Full Render kmauts
- Extract kmauts Meat
- Extract kmauts Brains
- Extract kmauts Tendons
- Extract kmauts Guts
- Extract kmauts Blood
- Extract kmauts Lard
- Extract brains from Improved kmauts
- Extract guts from Improved kmauts
- Extract blood from Improved kmauts
- Extract meat from Improved kmauts
- Extract fat from Improved kmauts
Re: Some small mistakes I found
Posted: Wed Apr 08, 2020 9:50 am
by vamaelo
After reworking my oil derricks, I noticed a stack of converter valves in my inventory. After some investigation, I realized that I could use the deconstruction planner to select the converter valve but not the associated oil derrick. The problem is easily solved by changing the flags of py-converter-valve:
pypetroleumhandling_1.7.5\prototypes\functions\Natural-gas-from-oil-well.lua
Code: Select all
ENTITY {
type = "assembling-machine",
name = "py-converter-valve",
...
flags = {"not-blueprintable", "not-deconstructable", "not-on-map", "not-selectable-in-game"},
...
}
I'm not 100% sure about these flags. I just looked at the Factorio wiki and picked the ones that made sense.
Re: Some small mistakes I found
Posted: Thu Apr 09, 2020 4:55 pm
by pyanodon
vamaelo wrote: Mon Apr 06, 2020 10:37 pm
stuff
Its all working here in the slaughterhouse.
Re: Some small mistakes I found
Posted: Fri Feb 19, 2021 10:25 pm
by BlueTemplar
Isn't it kind of weird that Caravan Outpost Depot is available with the Auog 1 tech, but the Caravan recipe itself only a bit later, in Domestication 1 ?