pyanodon's mods are here
Moderator: pyanodon
-
immortal_sniper1
- Filter Inserter

- Posts: 294
- Joined: Sun Jun 03, 2018 8:54 am
-
Contact:
Post
by immortal_sniper1 » Wed Nov 28, 2018 10:25 pm
Airat9000 wrote: ↑Wed Nov 28, 2018 5:10 pm
why date release in mods?
in ENGLISH PLS
if you mean a release date it is unknown (atm i suppose its in 1-2weeks or less)
if you meant the date past mods were released that is on the mod portal
-
cpy
- Filter Inserter

- Posts: 763
- Joined: Thu Jul 31, 2014 5:34 am
-
Contact:
Post
by cpy » Thu Nov 29, 2018 1:09 pm
Screw migration, just release would be good. BTW migration can be probably done later and first version will probably have bugs and balance issues. Anything can be found when dozens of people start playing.
-
Serega Sunset
- Manual Inserter

- Posts: 3
- Joined: Thu Nov 29, 2018 4:26 pm
-
Contact:
Post
by Serega Sunset » Thu Nov 29, 2018 4:33 pm
pyanodon wrote: ↑Fri Nov 23, 2018 7:12 pm
and we doesnt have any will to deal with military content. But its a tradition to change science packs.
Dont worry, wont be huge as the others. Just few additions
It's all part of the game. It's strange to change everything except the military. But this is your decision
-
live22morrow
- Long Handed Inserter

- Posts: 66
- Joined: Wed Nov 29, 2017 10:59 pm
-
Contact:
Post
by live22morrow » Thu Nov 29, 2018 7:44 pm
Military only really affects against biters, which have limited relevance in this mod.
It's better to think of it as a military "themed" science, like how red is alien life based. Blue is electronics based, etc.
-
pyanodon
- Smart Inserter

- Posts: 1420
- Joined: Wed Apr 20, 2016 4:42 pm
-
Contact:
Post
by pyanodon » Sat Dec 01, 2018 4:40 pm
Good news! The mod is playable. But to fully enjoy it, you all should update your pymods. Specially pyCP and pyFE. We will release updates for the whole suite to have integration with the pyRO.
-
aklesey1
- Smart Inserter

- Posts: 1569
- Joined: Sun May 18, 2014 3:45 pm
-
Contact:
Post
by aklesey1 » Sat Dec 01, 2018 8:19 pm
pyanodon wrote: ↑Sat Dec 01, 2018 4:40 pm
Good news! The mod is playable. But to fully enjoy it, you all should update your pymods. Specially pyCP and pyFE. We will release updates for the whole suite to have integration with the pyRO.
Of course u'll release updates for whole suite bcuz u said that u need to make them compatible with each other
Thanks for news Nexela and pyanodon let's wait

-
Mella
- Fast Inserter

- Posts: 114
- Joined: Tue Nov 08, 2016 6:58 pm
-
Contact:
Post
by Mella » Sun Dec 02, 2018 3:35 pm
Wow PYRO is ready
But for i can't see anything new on mod portal - so we can expect updates from day to day?
-
pyanodon
- Smart Inserter

- Posts: 1420
- Joined: Wed Apr 20, 2016 4:42 pm
-
Contact:
Post
by pyanodon » Sun Dec 02, 2018 3:45 pm
Mella wrote: ↑Sun Dec 02, 2018 3:35 pm
Wow PYRO is ready
But for i can't see anything new on mod portal - so we can expect updates from day to day?
ahaha running doesnt means it was released. that only means it loads and causes no bugs in the game. Still some code polishing, graphics compression and adjustments from Nexela.

-
kingarthur
- Filter Inserter

- Posts: 643
- Joined: Sun Jun 15, 2014 11:39 am
-
Contact:
Post
by kingarthur » Mon Dec 03, 2018 5:12 am
pyanodon wrote: ↑Sun Dec 02, 2018 3:45 pm
Mella wrote: ↑Sun Dec 02, 2018 3:35 pm
Wow PYRO is ready
But for i can't see anything new on mod portal - so we can expect updates from day to day?
ahaha running doesnt means it was released. that only means it loads and causes no bugs in the game. Still some code polishing, graphics compression and adjustments from Nexela.
Also means I started working on Bob compatibility.
-
Mella
- Fast Inserter

- Posts: 114
- Joined: Tue Nov 08, 2016 6:58 pm
-
Contact:
Post
by Mella » Thu Dec 06, 2018 11:17 am
kingarthur wrote: ↑Mon Dec 03, 2018 5:12 am
pyanodon wrote: ↑Sun Dec 02, 2018 3:45 pm
Mella wrote: ↑Sun Dec 02, 2018 3:35 pm
Wow PYRO is ready
But for i can't see anything new on mod portal - so we can expect updates from day to day?
ahaha running doesnt means it was released. that only means it loads and causes no bugs in the game. Still some code polishing, graphics compression and adjustments from Nexela.
Also means I started working on Bob compatibility.
What means you're working under compatibility? As i know py mod can work with vanilla and wit bob's
Can't fully understand the goal of this compatibilty
-
pyanodon
- Smart Inserter

- Posts: 1420
- Joined: Wed Apr 20, 2016 4:42 pm
-
Contact:
Post
by pyanodon » Thu Dec 06, 2018 11:32 am
Mella wrote: ↑Thu Dec 06, 2018 11:17 am
What means you're working under compatibility? As i know py mod can work with vanilla and wit bob's
Can't fully understand the goal of this compatibilty
Wont be anymore.
At least on our side here. Since pyRO will produce and use almost the same bobs ores, we decide to not be compatible anymore...we are independent of bobs now

Make a mod compatible with other main mods from the base is a very demanding job that both me and nexela doesnt have time to dedicate on it. We prefer work over our mods.
-
Mella
- Fast Inserter

- Posts: 114
- Joined: Tue Nov 08, 2016 6:58 pm
-
Contact:
Post
by Mella » Thu Dec 06, 2018 12:11 pm
Interesting idea pyanodon, such laudable pursuit of independence

I wish you to grow higher
-
spitfire_23
- Inserter

- Posts: 22
- Joined: Fri Jun 24, 2016 3:36 am
-
Contact:
Post
by spitfire_23 » Thu Dec 06, 2018 3:48 pm
@kingarthur do you have a sense for which Bob's mods are made the most redundant by PyRO? Like maybe we should skip Bob's Ores and Bob's Plates but keep the rest?
-
kingarthur
- Filter Inserter

- Posts: 643
- Joined: Sun Jun 15, 2014 11:39 am
-
Contact:
Post
by kingarthur » Thu Dec 06, 2018 4:13 pm
spitfire_23 wrote: ↑Thu Dec 06, 2018 3:48 pm
@kingarthur do you have a sense for which Bob's mods are made the most redundant by PyRO? Like maybe we should skip Bob's Ores and Bob's Plates but keep the rest?
I've most focused on fixing duplicates between pyro and Bob ore/plates. So far the big one is Bob's ores is mostly replaced by pyro. There are a few ores it doesnt have. And Bob's plates has a number of redundant recipes for smelting that are far easier than pyro. I haven't yet look into only having parts of Bob's enabled as the other pymods will need updated for that.
I have a better idea in a few days when I've got more time to look at it all over the weekend
-
pyanodon
- Smart Inserter

- Posts: 1420
- Joined: Wed Apr 20, 2016 4:42 pm
-
Contact:
Post
by pyanodon » Thu Dec 06, 2018 4:47 pm
heh...again bobs will make pymods easier. I bet some recipes of pyro will be very retundant near bobs.
-
kingarthur
- Filter Inserter

- Posts: 643
- Joined: Sun Jun 15, 2014 11:39 am
-
Contact:
Post
by kingarthur » Thu Dec 06, 2018 5:27 pm
pyanodon wrote: ↑Thu Dec 06, 2018 4:47 pm
heh...again bobs will make pymods easier. I bet some recipes of pyro will be very retundant near bobs.
Probably but I'm going to aggressively remove any recipes that dont have a good reason to stay starting with Bob's cheap ass steel recipe
-
live22morrow
- Long Handed Inserter

- Posts: 66
- Joined: Wed Nov 29, 2017 10:59 pm
-
Contact:
Post
by live22morrow » Fri Dec 07, 2018 12:02 am
kingarthur wrote: ↑Thu Dec 06, 2018 4:13 pm
I've most focused on fixing duplicates between pyro and Bob ore/plates. So far the big one is Bob's ores is mostly replaced by pyro. There are a few ores it doesnt have. And Bob's plates has a number of redundant recipes for smelting that are far easier than pyro. I haven't yet look into only having parts of Bob's enabled as the other pymods will need updated for that.
I have a better idea in a few days when I've got more time to look at it all over the weekend
You can already make most of partial bob's mods (assemblers, logistics, mining, modules) compatible with Py by just changing the line that checks for Bob's Library (if mods["boblibrary"] then -> if false then). Bob's electronics might not work though, but I find it doesn't add that much on top of PyHT anyways.
-
cpy
- Filter Inserter

- Posts: 763
- Joined: Thu Jul 31, 2014 5:34 am
-
Contact:
Post
by cpy » Fri Dec 07, 2018 3:25 pm
I was telling everyone that bob mods made Pymods PISS EASY! Confirmed by pyanodon himself!
I even made production line comparisons and bobs line was 3x shorter and simpler.
Vanilla (piss easy) -> Bob's mods (yeah now we're talking) -> Angel Bob (hol' up what the f@#$?) -> Pure pymods (uhhhhh hmm, we need to go back!)
-
mikes61293
- Manual Inserter

- Posts: 3
- Joined: Fri Oct 12, 2018 12:16 am
-
Contact:
Post
by mikes61293 » Fri Dec 07, 2018 4:51 pm
Are we close to a release? I'm itching to play with the full Py suite.
-
immortal_sniper1
- Filter Inserter

- Posts: 294
- Joined: Sun Jun 03, 2018 8:54 am
-
Contact:
Post
by immortal_sniper1 » Fri Dec 07, 2018 5:17 pm
mikes61293 wrote: ↑Fri Dec 07, 2018 4:51 pm
Are we close to a release? I'm itching to play with the full Py suite.
same here i already prepared a bootstrap on a map and saved some ucoins
Users browsing this forum: pyanodon and 1 guest