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Re: [MOD 0.15.x] pY Coal Processing

Posted: Thu Sep 28, 2017 7:34 pm
by donoya
Hellatze wrote:i use clarifier from angel mod to remove unwanted tailing.

it didnt work :(

i really hope there is a machine that can destroy everything. so my base wont become complicated.
You can barrel the stuff and put it in a void chest (from one of the void chest mods). But I recommend keeping a supply stockpiled as it can be used for a number useful things later on. While you can technically obtain most of these things without the tailings, I recommend using the tailings to supplement as much as possible.

Re: [MOD 0.15.x] pY Coal Processing

Posted: Sun Oct 01, 2017 2:38 pm
by Hellatze
why we need storage if tailing pond can store all liquids ?

Re: [MOD 0.15.x] pY Coal Processing

Posted: Sun Oct 01, 2017 2:49 pm
by pyanodon
Hellatze wrote:why we need storage if tailing pond can store all liquids ?

Because is good have diversity. Some players like more graphics options.

Re: [MOD 0.15.x] pY Coal Processing

Posted: Sun Oct 01, 2017 5:02 pm
by aklesey1
Hey pyanodon, i see we can simulate industrial processes with ores and materials from Earth from our real world and real life
I like idea with Nexelit, what do u think can we think up 1 or 2 new alien resources, such, as in Youki Industries - it'll be interesting too see how it can change our factory and this new planet

I wish that you integrated new resources to science system, bcuz it sci-fi game
Its just wish, but think about new ideas, may be u have some new ideas inspired by some books or some science works or films? ;)

Re: [MOD 0.15.x] pY Coal Processing

Posted: Sun Oct 01, 2017 5:08 pm
by pyanodon
aklesey1 wrote:Hey pyanodon, i see we can simulate industrial processes with ores and materials from Earth from our real world and real life
I like idea with Nexelit, what do u think can we think up 1 or 2 new alien resources, such, as in Youki Industries - it'll be interesting too see how it can change our factory and this new planet

I wish that you integrated new resources to science system, bcuz it sci-fi game
Its just wish, but think about new ideas, may be u have some new ideas inspired by some books or some science works or films? ;)

Nexelit is a resource, but also the alien plants and animals in the mod are too. :)

Re: [MOD 0.15.x] pY Coal Processing

Posted: Sun Oct 01, 2017 5:29 pm
by aklesey1
U right yes
Do u like farming in Bio Industries? Do u remember ia asked u and Nexela about compatibility with it? What do u think can we use fertilizers from BI to farm trees in ur mod? Or to speed up ralesia farming

Re: [MOD 0.15.x] pY Coal Processing

Posted: Sun Oct 01, 2017 5:39 pm
by pyanodon
aklesey1 wrote:Do u like farming in Bio Industries? Do u remember ia asked u and Nexela about compatibility with it? What do u think can we use fertilizers from BI to farm trees in ur mod? Or to speed up ralesia farmingg
It´s something for the compatibility mod.

Re: [MOD 0.15.x] pY Coal Processing

Posted: Sun Oct 01, 2017 5:54 pm
by aklesey1
Ok, I hope you will not take offense if the accelerated rallesia cultivation damages to game balance :)

Re: [MOD 0.15.x] pY Coal Processing

Posted: Wed Oct 11, 2017 9:26 pm
by aklesey1
OMG what it can be?
Arch666Angel wrote:Image
New beacon?

Re: [MOD 0.15.x] pY Coal Processing

Posted: Wed Oct 11, 2017 9:47 pm
by pyanodon
aklesey1 wrote:OMG what it can be?
Arch666Angel wrote:Image
New beacon?

Looks like a lab

Re: [MOD 0.15.x] pY Coal Processing

Posted: Thu Oct 12, 2017 3:14 am
by aklesey1
No, u aren't right - http://i.imgur.com/59WwpIn.png here's his tech labs - Arch666Angel more than half a year works on it :)

Re: [MOD 0.15.x] pY Coal Processing

Posted: Thu Oct 12, 2017 10:40 am
by Arch666Angel
pyanodon wrote:
aklesey1 wrote:OMG what it can be?
New beacon?
Looks like a lab
We have a winner! 100 points and a second hand washing machine goes to pyanodon!

Re: [MOD 0.15.x] pY Coal Processing

Posted: Thu Oct 12, 2017 10:59 am
by pyanodon
Arch666Angel wrote:We have a winner! 100 points and a second hand washing machine goes to pyanodon!

Image

Re: [MOD 0.15.x] pY Coal Processing

Posted: Thu Oct 12, 2017 5:53 pm
by aklesey1
Ohhhhh.....
Arch666Angel
Its
Looks
Awesome
No
Words
OMFG - oh my fabulous god

Pls excuse me :roll: that I write on the page of your forum and I want to congratulate u too :D

Guys - Arch666Angel, Nexela, pyanodon, bobingabout and may other - u making pretty useful and nice things, that can improve the factorio!

I looking for time to learn in Lua coding - so may be i'll try make some steps to help with making patch for angel's mods to be compatible with PY family - kingarthur made big work and ahead there is a lot of work

Re: [MOD 0.15.x] pY Coal Processing

Posted: Tue Oct 24, 2017 7:12 pm
by PhantomX
I like using this mod and so far no problems except I cannot wire your tanks to the network to track their contents like vanilla tanks. I'm constantly having issues where I cannot spill off excess liquids or produce liquids in response to demand. I like the look of your tanks over vanilla and Angels (Which has an ugly A stamped on it and everything else, at least your stamp looks organic and flows into the look of the design) and like to use them, but if they cannot be wired I'm forced to use other things. I hope you can help, thx

Re: [MOD 0.15.x] pY Coal Processing

Posted: Tue Oct 24, 2017 8:15 pm
by pyanodon
PhantomX wrote:I like using this mod and so far no problems except I cannot wire your tanks to the network to track their contents like vanilla tanks. I'm constantly having issues where I cannot spill off excess liquids or produce liquids in response to demand. I like the look of your tanks over vanilla and Angels (Which has an ugly A stamped on it and everything else, at least your stamp looks organic and flows into the look of the design) and like to use them, but if they cannot be wired I'm forced to use other things. I hope you can help, thx

Thanks for your feeedback. I will look over that issue and try to make the tanks "wirable" for the next release. Probably after release the PYFE expansion or if it isnt a complex issue, along with it.

Re: [MOD 0.15.x] pY Coal Processing

Posted: Wed Oct 25, 2017 7:36 pm
by Xelephant
Hi i encountered a small Bug, when playing with only your mod. The Combustion Tower is available without the required tech researched.
pybug.JPG
pybug.JPG (47.5 KiB) Viewed 6582 times

Re: [MOD 0.15.x] pY Coal Processing

Posted: Wed Oct 25, 2017 7:39 pm
by pyanodon
Xelephant wrote:Hi i encountered a small Bug, when playing with only your mod. The Combustion Tower is available without the required tech researched.
pybug.JPG

Ohh.. thank you. I will check it out and if confirmed will be fixed in the next release.

Re: [MOD 0.15.x] pY Coal Processing

Posted: Thu Oct 26, 2017 7:11 pm
by aklesey1
Pyanodon can ask u o add recipe for combustion mixture recipes where common fuel blocks and bob's enriched fuel blocks will be used?

Re: [MOD 0.15.x] pY Coal Processing

Posted: Thu Oct 26, 2017 7:21 pm
by pyanodon
aklesey1 wrote:Pyanodon can ask u o add recipe for combustion mixture recipes where common fuel blocks and bob's enriched fuel blocks will be used?
That would break the chains