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Re: [MOD 0.14.x] pY Coal Processing

Posted: Tue Jan 24, 2017 10:00 am
by aklesey1
Tomik wrote:pyanodon? Are you considering making a compilation super-mod with Angel's, Bob's and Marathon for our personal kinky masochist needs? 8-) :twisted:
https://mods.factorio.com/mods/momosundeass/BobExtended u forgot about this mod
I think to the PYCP it is necessary to make adjustment under this mod in future or we can ask MomoSundeass to integrate PYCP to his mod that PYCP corresponded to this hard mod! :D

Re: [MOD 0.14.x] pY Coal Processing

Posted: Fri Jan 27, 2017 3:05 pm
by pyanodon
Hello fellow builders!


Today i bring another building for the blue-science tier. The olefin plant, a building made to handle fuels and oils to convert and produce new and old items. One of the main recipes for this building is to make Diesel mainly from methanol. A good fuel to burn in more advanced turbines with a great efficiency for your base electricity needs.


Image

Chromium and Nichrome also got their icons:

Image Image



Keep giving us your feedback, so we can release the official 2.0 version (green science) in the mod portal as soon as we fixed all the bugs and balance all the things.Thanks!

Re: [MOD 0.14.x] pY Coal Processing

Posted: Fri Jan 27, 2017 7:05 pm
by Northgate
It looks beautiful as always!
pyanodon wrote: The olefin plant, a building made to handle fuels and oils to convert and produce new and old items.
I first read dolphin plant and my initial thought was: WTF are dolphins doing in this building? :lol:

Re: [MOD 0.14.x] pY Coal Processing

Posted: Fri Jan 27, 2017 7:29 pm
by pyanodon
Northgate wrote:It looks beautiful as always!
pyanodon wrote: The olefin plant, a building made to handle fuels and oils to convert and produce new and old items.
I first read dolphin plant and my initial thought was: WTF are dolphins doing in this building? :lol:

Thanks XD

Animals will come later when we "may" need some ingredients from them. ;)

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Jan 28, 2017 8:34 am
by aklesey1
Nice building and we'll be able to produce diesel, cool

I begin to think that coal processing can and shouldn't be the main subject of this mod, can be necessary to you to think of oil processing or and can people will want to see that that new from you and Nexela ;) , but though ahead you have the whole layer for work - the blue science

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Jan 28, 2017 10:25 am
by pyanodon
aklesey1 wrote:Nice buildingб and we'll be able to produce diesel, cool

I begin to think that coal processing can and shouldn't be the main subject of this mod, can be necessary to you to think of oil processing or and can people will want to see that that new from you and Nexela ;) , but though ahead you have the whole layer for work - the blue science

Haha but its all related to coal since it the base of everything in that mod. In each level i bring a new layer of complexity and new resources and a new and more efficient turbine.

Blue science will expand this mod in the same way it expand the base game. You noticed how the game is nice when you reach blue science? All the things you can do in your base. Same will be with blue science.


Red - base coal processing and energy generation
Green - advanced features and new ways to use coal and their derivates
Blue - expansion, new resources, specialized chains and more complexity.

After that the game now will divide in 3 categories... i will wait they release the 0.15 to know what to do for pink/yellow/gray directions.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Jan 28, 2017 3:23 pm
by Airat9000
pyanodon wrote:
Northgate wrote:It looks beautiful as always!
pyanodon wrote: The olefin plant, a building made to handle fuels and oils to convert and produce new and old items.
I first read dolphin plant and my initial thought was: WTF are dolphins doing in this building? :lol:

Thanks XD

Animals will come later when we "may" need some ingredients from them. ;)
author!!! great great work!
angels mods compartible?

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Jan 29, 2017 7:02 pm
by aklesey1
If Chrome will be used in catalyst reactions where we can use Nichrome? Is it material for building, or it's component for some machines?

Question about dirt water - in ur mod we'll have dirt water but angel refining mod already have unused resource - dirt water - which have icon from mineralized water - it can be found via constant combinator menu (p.s. - excuse has mistaked names, not slag slurry)

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Jan 29, 2017 7:05 pm
by pyanodon
aklesey1 wrote:If Chrome will be used in catalyst reactions where we can use Nichrome? Is it material for building, or it's component for some machines?

Component and also catalyst too. ;)

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Jan 29, 2017 7:21 pm
by aklesey1
Dirt water is called "tailings" in ur mod
Intersting - some types of dirty fluids or let's call straight - water - can be characterized as waste water ;) , but is simply "tailings"

One more wish to you - medium electric pole requires cresote, but big electric pole not requires? Why? I think there're logical error - i think medium electric pole requires same resources because its made from same material as big electric pole? Right? Let's be honest in this mod - lets say that:
1) Medium pole will require 10 creosote
2) Big will require 20 creosote
For balance

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Jan 29, 2017 9:50 pm
by Durabys
pyanodon? Can you please update this thread's OP with the updated info about the mod because it has become quite out of date by now.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Jan 29, 2017 10:34 pm
by pyanodon
Tomik wrote:pyanodon? Can you please update this thread's OP with the updated info about the mod because it has become quite out of date by now.

Good idea, but we didnt released the 2.0 yet...it´s on beta in the link we provided. But i will update it.

aklesey1 wrote:One more wish to you - medium electric pole requires cresote, but big electric pole not requires? Why? I think there're logical error - i think medium electric pole requires same resources because its made from same material as big electric pole? Right? Let's be honest in this mod - lets say that:
1) Medium pole will require 10 creosote
2) Big will require 20 creosote
For balance
But big electric poles needs medium electric pole, so it makes creosote dependent.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Mon Jan 30, 2017 4:56 am
by aklesey1
You are mistaken, I don't see any dependencies for big electric pole there still vanilla recipe for big electric pole with ur mod, Big electric never required medium electric pole in its recipe, may be bug?

Re: [MOD 0.14.x] pY Coal Processing

Posted: Thu Feb 02, 2017 6:04 pm
by aklesey1
Question about chrome or chromium ore
How chrome ore in your mod will look?

its interesting picture from angel's smelting beta mod - P. S. very very nice useful mod

Re: [MOD 0.14.x] pY Coal Processing

Posted: Thu Feb 02, 2017 6:49 pm
by pyanodon
aklesey1 wrote:Question about chrome or chromium ore
How chrome ore in your mod will look?

its interesting picture from angel's smelting beta mod - P. S. very very nice useful mod

I have no idea man.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Thu Feb 02, 2017 7:14 pm
by aklesey1
pyanodon wrote:
aklesey1 wrote:Question about chrome or chromium ore
How chrome ore in your mod will look?

its interesting picture from angel's smelting beta mod - P. S. very very nice useful mod

I have no idea man.
U are very good designer and u haven'rt any idea??? :o good joke good joke

Re: [MOD 0.14.x] pY Coal Processing

Posted: Thu Feb 02, 2017 8:06 pm
by pyanodon
aklesey1 wrote: U are very good designer and u haven'rt any idea??? :o good joke good joke

I will say that again and last time i will say that ehehe... this mod is made to be dependency with Bobs...Angel´s mod is a future compatibility. You´re always comparing and suggesting dependencies with angels mod even after i said it will come one day. Wait and you will see. For now that isnt our goal here, we just wanna make that mod works in all levels first.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Thu Feb 02, 2017 9:07 pm
by aklesey1
I think Arch666Angel have plans for chome and its using in his plans, don't offend on mу because of this comparison, may be to you it is worth asking Arch666Angel's consent to use of his materials - i mean icon for this ore, of course, I understand, to solve finally only to you. And thanks u guys for adding saline water from angel mods, good solution to genertate sodium hydroxide or salt (angel salt for now from saline water)

Re: [MOD 0.14.x] pY Coal Processing

Posted: Thu Feb 02, 2017 9:17 pm
by pyanodon
aklesey1 wrote:I think Arch666Angel have plans for chome and its using in his plans, don't offend on mу because of this comparison, may be to you it is worth asking Arch666Angel's consent to use of his materials - i mean icon for this ore, of course, I understand, to solve finally only to you. And thanks u guys for adding saline water from angel mods, good solution to genertate sodium hydroxide or salt (angel salt for now from saline water)

with time...that mods will be more and more compatible, i hope. All relays on nexela :D

Re: [MOD 0.14.x] pY Coal Processing

Posted: Fri Feb 03, 2017 8:46 am
by Durabys
pyanodon wrote:
aklesey1 wrote:I think Arch666Angel have plans for chome and its using in his plans, don't offend on mу because of this comparison, may be to you it is worth asking Arch666Angel's consent to use of his materials - i mean icon for this ore, of course, I understand, to solve finally only to you. And thanks u guys for adding saline water from angel mods, good solution to genertate sodium hydroxide or salt (angel salt for now from saline water)

with time...that mods will be more and more compatible, i hope. All relays on nexela :D
So..this being appropriate now?

One Mod to rule them all, one Mod to find them,
One Mod to bring them all and in the darkness bind them.

:twisted: :lol: