pY Coal Processing - Discussion

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Pongo
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Re: pY Coal Processing - Discussion

Post by Pongo » Mon Apr 08, 2019 5:25 am

mxpal wrote:
Mon Apr 08, 2019 4:40 am
Pongo wrote:
Mon Apr 08, 2019 4:26 am
what option are you talking about? tell me where to look? what is it called?
crystal mine.
thank!

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Re: pY Coal Processing - Discussion

Post by Raphaello » Mon Apr 08, 2019 4:20 pm

Pongo wrote:
Mon Apr 08, 2019 4:26 am
Raphaello wrote:
Thu Mar 28, 2019 4:45 pm
Pongo wrote:
Thu Mar 28, 2019 4:23 am
I can not get borax. impossible to put the drill on the spot. why?
You need a special miner for borax. you can find which one it is by hovering cursor over borax patch and pressing 'q' - it will put a ghost of the miner into your hand (if you've got this option enabled)
what option are you talking about? tell me where to look? what is it called?
settings -> interface -> Pick ghost item if no items are available

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Re: pY Coal Processing - Discussion

Post by TwentyEighty » Sun Apr 14, 2019 11:49 pm

oh FFFFFF.... last pycoal change means we can't use LTN until like 80 hrs after we need it. Requiring optical cable for big poles is aggressive but for circuit wire it's on another level altogether

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Re: pY Coal Processing - Discussion

Post by pyanodon » Sun Apr 14, 2019 11:51 pm

TwentyEighty wrote:
Sun Apr 14, 2019 11:49 pm
oh FFFFFF.... last pycoal change means we can't use LTN until like 80 hrs after we need it. Requiring optical cable for big poles is aggressive but for circuit wire it's on another level altogether
in what big poles affects LTN?
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Re: pY Coal Processing - Discussion

Post by TwentyEighty » Sun Apr 14, 2019 11:57 pm

Nah I'm saying optical fiber for big poles is kinda nuts but red and green wire is super duper nuts :o

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Re: pY Coal Processing - Discussion

Post by pyanodon » Sun Apr 14, 2019 11:59 pm

TwentyEighty wrote:
Sun Apr 14, 2019 11:57 pm
Nah I'm saying optical fiber for big poles is kinda nuts but red and green wire is super duper nuts :o
you want transmit data with wires XD
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Re: pY Coal Processing - Discussion

Post by reapersms » Mon Apr 15, 2019 12:13 am

The ethernet cables, and the coax cable my internet comes in on are both copper...

Optical fiber for circuits would be rather sadistic if that's the case

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Re: pY Coal Processing - Discussion

Post by pyanodon » Mon Apr 15, 2019 12:30 am

reapersms wrote:
Mon Apr 15, 2019 12:13 am
The ethernet cables, and the coax cable my internet comes in on are both copper...

Optical fiber for circuits would be rather sadistic if that's the case
boohoo here is optical fiber...also you people makes tons of it after the chain is set.
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Re: pY Coal Processing - Discussion

Post by BlueTemplar » Mon Apr 15, 2019 1:09 pm

Combinators are one of the best and most unique Factorio features, please don't remove their availability from early game !

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Re: pY Coal Processing - Discussion

Post by vislle » Mon Apr 15, 2019 1:31 pm

A question. Is the change of the big poles recipe, aimed to already established late bases?

Because It is a no sense even if optical fiber is a basic item in later stages, in order to get it, firstly you need several offside mining stations-specialised bases just to get the basic material to have the mandatory buildings.

Small poles change on the other hand is reasonable and feasible in early stages.

Another recipe that I find too much hassle to start is the ARAMID recipe,Wow I have to write down all the break down, because once I finish to build something (Like chromium plate station), I've already forgot why I need it.

I know It's a hard mod and I have to do baby steps baby steps, but....

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Re: pY Coal Processing - Discussion

Post by pyanodon » Mon Apr 15, 2019 2:08 pm

ok.. i will see what i can do. But i will shove optical fiber elsewhere xD
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Re: pY Coal Processing - Discussion

Post by pyanodon » Tue Apr 16, 2019 12:29 am

Fixed the optic fiber things...sorry for problems :D
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Pycoalprocessing crash

Post by MadSentinel » Tue Apr 16, 2019 11:07 am

Ran a search here to see if anyone else has this, but it may be just me, somehow...

__pycoalprocessing__/graphics/entity/quenching-tower/quenching-tower-anim-mk02.png failed (-105)

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Re: pY Coal Processing - Discussion

Post by cellular » Tue Apr 16, 2019 4:42 pm

Yeah, I don't have that problem. Have you tried updating everything to the latest version? Have you tried disabling all mods except Pymods? And are you using all of Pymods, or just a few?

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Post by MadSentinel » Wed Apr 17, 2019 1:48 am

I've taken the game all the way back to Vanilla + pYCoal, but pYcoal is claiming a dependency on Factorio Standard Library (stdlib). If I include stdlib, I get the error.

I was using all pY mods as well as a handful of others and ran perfectly for weeks, keeping things updated.

I've checked for newer versions of stdlib, but 1.0.2 seems to be as far as that's gone.

I'm cleaning out mods I no longer use and reinstalling both stdlib and pYcoal from scratch - will update when complete.

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Re: pY Coal Processing - Discussion

Post by MadSentinel » Wed Apr 17, 2019 2:16 am

Okay: Performed mod surgery and Factorio (with all mods I'm using on this run) appears to run and load normally, with one exception. So it looks as though, somehow, maybe the Quenching Tower PNG got corrupted or deleted. No idea as yet how that could have happened, but <shrug>.

After reload, Factorio has now removed the recipe for circuit 2, but left the circuit 2 stacking recipes in for both Deadlock's Crating and Deadlock's Stacking Beltboxes and Compact Loaders visible in FNEI. Game appears to run fine, and I currently do not know whether circuit 2 is still a Thing(tm) or not. Will check over in High Tech, I suppose. And I'm still way early in my run to be needing Circuit 2 as yet for much of anything.

Off the top of anyone's head, has Circuit 2 been officially yanked, or am I looking at another problem, or is *something* maybe now semi-randomly corrupting / deleting recipes from pY mods?

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Re: pY Coal Processing - Discussion

Post by kingarthur » Wed Apr 17, 2019 3:12 am

MadSentinel wrote:
Wed Apr 17, 2019 2:16 am
Okay: Performed mod surgery and Factorio (with all mods I'm using on this run) appears to run and load normally, with one exception. So it looks as though, somehow, maybe the Quenching Tower PNG got corrupted or deleted. No idea as yet how that could have happened, but <shrug>.

After reload, Factorio has now removed the recipe for circuit 2, but left the circuit 2 stacking recipes in for both Deadlock's Crating and Deadlock's Stacking Beltboxes and Compact Loaders visible in FNEI. Game appears to run fine, and I currently do not know whether circuit 2 is still a Thing(tm) or not. Will check over in High Tech, I suppose. And I'm still way early in my run to be needing Circuit 2 as yet for much of anything.

Off the top of anyone's head, has Circuit 2 been officially yanked, or am I looking at another problem, or is *something* maybe now semi-randomly corrupting / deleting recipes from pY mods?
circuit 2 is still a thing. send a copy of a save file and ill take a look at it. from the sounds of things somethings is very screwy with your local machine or mods are doing things the shouldnt be. if its a mod issue it can be dealt with

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Re: pY Coal Processing - Discussion

Post by Sokitas » Wed Apr 17, 2019 2:16 pm

Hello, fellows. Since updating from the 0.17.22 to the .31, I am getting this error and have to disable one of the listed mods to play. Before that, they worked well together. I know that PyCoal is not promising compatability with aai-industry. But this error seems weird to me. I checked the recipe prototypes for both mods. AAI-Industry's looked fine. For PyCoal I found nothing regarding electric poles. I would love to find a way forward without having to take one of those out. Both would mean extensive reconstruction of our base in a multiplayer game. Any advice?

Failed to load mods: Error while running setup for recipe prototype "big-electric-pole" (recipe): Duplicate item ingredients are not allowed (copper cable exists 2 or more times)

It lists pycoalprocessing and aai-industry as mods to be disabled. I already asked the aai-industry dev about it and he suspects, that pycoal might be adding copper cable to the recipe without checking it it already exists. It should check for it and if found update the required amount and not add it twice.

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Re: pY Coal Processing - Discussion

Post by Alluvial » Wed Apr 17, 2019 7:04 pm

Sokitas wrote:
Wed Apr 17, 2019 2:16 pm
Hello, fellows. Since updating from the 0.17.22 to the .31, I am getting this error

Failed to load mods: Error while running setup for recipe prototype "big-electric-pole" (recipe): Duplicate item ingredients are not allowed (copper cable exists 2 or more times)
Sokitas, I had the same problem. I fixed it by adding this if block to recipe-update.lua in AAI (starting on line 661):

if not mods["pycoalprocessing"] then
util.conditional_modify({
type = "recipe",
name = "medium-electric-pole",
ingredients = {
{type="item", name="iron-stick", amount=4},
{type="item", name="steel-plate", amount=2},
{type="item", name="copper-cable", amount=4},
{type="item", name="small-iron-electric-pole", amount=1},
}
})

util.conditional_modify({
type = "recipe",
name = "big-electric-pole",
ingredients = {
{type="item", name="iron-stick", amount=8},
{type="item", name="steel-plate", amount=5},
{type="item", name="copper-cable", amount=10},
{type="item", name="concrete", amount=1},
}
})
end

I think the problem is Py is looking to replace "copper-plate" in the recipe but AAI has already removed it.
Attachments
recipe-update.lua
(26.88 KiB) Downloaded 1 time

Sokitas
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Re: pY Coal Processing - Discussion

Post by Sokitas » Thu Apr 18, 2019 11:05 am

Alluvial wrote:
Wed Apr 17, 2019 7:04 pm
Fix provided.
Thank you very much for this. I implemented it like you said and it works now. Hope I can easily coach my less technically inclined friends to follow suit.

Still I would hope that it can be considered as an official compatibility fix to the mod in a future update.

Have a great one.

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