Search found 144 matches
- Tue Mar 23, 2021 2:51 pm
- Forum: Ideas and Suggestions
- Topic: Copy/paste train schedules as plain text
- Replies: 8
- Views: 2826
Re: Copy/paste train schedules as plain text
Duplicating schedules with a blueprint isn't the same as exporting a human readable and editable schedule, to then be imported.
- Mon Mar 22, 2021 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Copy/paste train schedules as plain text
- Replies: 8
- Views: 2826
Copy/paste train schedules as plain text
TL;DR Pressing copy or paste while in the train schedule UI should export/import the train schedule using plain text and the clipboard. What ? Borrowing from Path of Exile, in that game highly complex items with statistics and enchantments allow you to hit control-c (copy) with the cursor on an ite...
- Thu Jun 11, 2020 12:21 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
Epic minimap!
I can't recreate it locally. If you remove and replace the machine, does it still allow you to pick that recipe? Can you confirm the version of PyAL?
I can't recreate it locally. If you remove and replace the machine, does it still allow you to pick that recipe? Can you confirm the version of PyAL?
- Thu Jun 11, 2020 6:25 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
Not at a PC to make screenshots now, but latest pyal allows making Caged Auogs from empty cages in normal assemblers. Literally as it sounds. You can take most animals and a cage, in an assembler, and output a caged animal. Conversely you can take a caged animal in an assembler, and output the anim...
- Thu Jun 11, 2020 5:16 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
Not at a PC to make screenshots now, but latest pyal allows making Caged Auogs from empty cages in normal assemblers. Literally as it sounds. You can take most animals and a cage, in an assembler, and output a caged animal. Conversely you can take a caged animal in an assembler, and output the anim...
- Thu Jun 04, 2020 7:32 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
Hey guys, a little bit of help... I just started getting into pyalien stuff in my play through, and I need biomass to feed my first vrauk. There are WAY too many recipes for biomass. Can anyone tell me which ones are good where I am and later? most of the ones I look at are just not efficient enoug...
- Tue May 26, 2020 7:30 am
- Forum: PyMods
- Topic: Main screen background missing, intentional or bug?
- Replies: 5
- Views: 2182
Re: Main screen background missing, intentional or bug?
I appreciate that! Keep up the amazing work.
OMG that new background is gorgeous.
OMG that new background is gorgeous.
- Tue May 26, 2020 7:16 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
Yes, you have to put modules in the buildings. Also be aware that Helmod added a new feature just for Py recently that allows you to control-leftclick on a module to add the maximum number of that module to the factory. That's great for things like Cottonguts where you have to scroll to the bottom 4...
- Mon May 25, 2020 5:53 pm
- Forum: PyMods
- Topic: Main screen background missing, intentional or bug?
- Replies: 5
- Views: 2182
Re: Main screen background missing, intentional or bug?
Our group has been upgrading regularly to keep current with your awesome modset. I always copy my Factorio directory and test the updates with a single player map before I update our server. That background isn't a big deal, I just wanted to make sure it wasn't a sign of a larger error.
- Mon May 25, 2020 5:43 pm
- Forum: PyMods
- Topic: Main screen background missing, intentional or bug?
- Replies: 5
- Views: 2182
Re: Main screen background missing, intentional or bug?
Reading the log, here's what I find: 59.353 Info AppManager.cpp:889: Failed to load background image: File __pyalienlifegraphics3__/graphics/pyal-wall.jpg not found. 154.556 Info AppManager.cpp:889: Failed to load background image: File __pyalienlifegraphics3__/graphics/pyal-wall.jpg not found. 157....
- Mon May 25, 2020 12:46 pm
- Forum: Ideas and Suggestions
- Topic: Copy/Paste Train Schedule in Trains List
- Replies: 6
- Views: 1961
Re: Copy/Paste Train Schedule in Trains List
I'd like to be able to copy/paste train schedule *elements* in the UI. Let me copy/paste item types in conditions. Let me copy/paste whole conditions or groups of conditions. Let me drag conditions from one station to another. Let me "blueprint" sample routes. Let me right click to ZERO or...
- Mon May 25, 2020 9:36 am
- Forum: PyMods
- Topic: Main screen background missing, intentional or bug?
- Replies: 5
- Views: 2182
Main screen background missing, intentional or bug?
I just updated to latest, and now instead of the awesome refinery background with Ulrics it's just black. Was this intentional? Factorio 0.18.26 2020-05-25 11:16 124,288 additional-paste-settings_0.9.0.zip 2020-03-02 19:59 154,393,354 alien-biomes-hr-terrain_0.5.1.zip 2020-04-30 14:49 114,886,151 al...
- Thu May 21, 2020 9:08 am
- Forum: Implemented Suggestions
- Topic: Changing train stop names, the screen should filter the list when typing at the top
- Replies: 12
- Views: 4811
Re: Changing train stop names, the screen should filter the list when typing at the top
In my current Pyanodon's playthrough I have over 1200 train stops and 600 trains. Adding a new station often requires scrolling through a HUGE list to find similarly named stations to start from. It would save tons of effort if the entry widget would filter the list of station names to like items. T...
- Tue May 12, 2020 9:46 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
looks interesting but what all exactly are you doing in that area? like Frankensteins lab is a bit empty looking from that pic Originally we put down labels to reserve blocks for purposes. We had 2x2 blocks for animals, and I've already used 3. Frankenstein's Lab is the last reservation icon. EDIT:...
- Tue May 12, 2020 8:04 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
Just to share, working our way thru the initial corpus of cool creatures! https://i.imgur.com/QomsIqO.png We already have industrial scale crap farming, thanks to auogs. The Py AL mod is very interesting. The idea of "raising" the modules to enable farms to run is really creative! I like t...
- Mon May 11, 2020 6:12 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
No problem, I thought it was a debugging statement left on. I'll disregard but wanted you to know.kingarthur wrote: ↑Mon May 11, 2020 5:10 am Those are not errors. Unnecessary log statements that I forgot to disable yes but not errors
- Sun May 10, 2020 5:59 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336102
Re: pY Alien Life - Discussion
Updated to latest today pyalienlife_1.6.9.zip, and nonstop console errors:
15789.769 Script @__pyalienlife__/control.lua:667: transport-belt
15790.080 Script @__pyalienlife__/control.lua:665: klonan bot did a thing
15789.769 Script @__pyalienlife__/control.lua:667: transport-belt
15790.080 Script @__pyalienlife__/control.lua:665: klonan bot did a thing
- Thu May 07, 2020 9:44 am
- Forum: Ideas and Suggestions
- Topic: A pointer
- Replies: 16
- Views: 5808
Re: A pointer
Looks like my search-fu is weak on the mod portal. I'd just learned about "show-multiplayer-selection" in the debug menu, that's been adequate for the moment. It should be considered for a core feature in multiplayer.
- Tue May 05, 2020 11:35 pm
- Forum: Ideas and Suggestions
- Topic: A pointer
- Replies: 16
- Views: 5808
Re: A pointer
Often features in the mod become a core game mechanic. For multiplayer, I feel this should be a core mechanic in vanilla. I think it could be rapidly implemented in a mod first.
- Tue May 05, 2020 12:58 pm
- Forum: Ideas and Suggestions
- Topic: A pointer
- Replies: 16
- Views: 5808
Re: A pointer
There is a mod that sends a beam from the player to the item they are interacting with, and in the comments someone made a weapon that shoots that same 0-damage beam. I'd love an in-game laser pointer as a selectable item (weapon slot?), when you click it just places a laser pointer in your player c...