Search found 346 matches

by Squelch
Tue Jan 28, 2020 5:27 pm
Forum: PyMods
Topic: [Status] Py Mods Factorio >0.18 compatability
Replies: 1
Views: 938

[Status] Py Mods Factorio >0.18 compatability

This thread can be used as a Public Service Announcement for game updates that break Py Mods As there does not appear to be a general thread for alerting people about mod breaking game updates, and the distinct possibility that game updates between 0.18.0 and 1.0.0 are likely to cause problems with ...
by Squelch
Tue Jan 28, 2020 4:25 pm
Forum: PyMods
Topic: Pymods compatibility Mod
Replies: 81
Views: 52347

Re: Pymods compatibility Mod

My mistake, I read the title only and assumed it was a general compatibility thread.

Please ignore.
by Squelch
Tue Jan 28, 2020 4:07 pm
Forum: PyMods
Topic: Pymods compatibility Mod
Replies: 81
Views: 52347

Re: Pymods compatibility Mod

PSA

Factorio 0.18.2 breaks just about all of Py Suite. (multiple restarts required to disable various Py mods due to errors)

It's probably worth holding off on updating until these issues are resolved.
by Squelch
Tue Jan 28, 2020 2:04 am
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 52450

Re: [0.14] What is it used for?

Thanks for the quick fix. - I can confirm things are working normally again. I was still in the same session on 1.5.0 so didn't see the error until @otakushowboat flagged it. I had been investigating myself and following the debate(s) on locale lists and the new request_translation(localised_string)...
by Squelch
Mon Jan 27, 2020 11:45 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 52450

Re: [0.14] What is it used for?

I am able to confirm the error, and have isolated it to wiiruf 1.5.2 only. 1.5.0 has no such issue.

It would appear that Helmod becomes a casualty when coincidentally installed with wiiruf 1.5.2. It works normally with 1.5.0
by Squelch
Mon Jan 27, 2020 5:08 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 52450

Re: [0.14] What is it used for?

Great stuff. I saw the new version drop last night, and meant to comment then to show my appreciation. If I may also make a feature request? Please look into making the dialog float. As it currently stands, it is center screen and cannot be moved out of the way and still refer to while planning layo...
by Squelch
Mon Jan 27, 2020 1:57 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 300362

Re: pY Alien Life - Discussion

As already mentioned, pollution control is the key when playing with biters on, so reading that PyAl buildings have this in mind already is great to know even if not intended as such. I did say I have peaceful mode on which is incorrect. I do have to manage pollution to prevent biter attacks as an a...
by Squelch
Mon Jan 27, 2020 1:37 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 300362

Re: pY Alien Life - Discussion

well... for all this time the py suite was always considered a mod pack for advanced players. Newcomers can always play less complex suites we all known already or s combination if them. Someone who wanna try my mods at first and with bitters will sure be scared out. Also, that suite ISNT MADE TO B...
by Squelch
Mon Jan 27, 2020 1:30 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 196418

Re: pY Petroleum Handling

Completely understandable, and the latitude you take is fair and balanced in my opinion. What started as a throw away comment about the terms used meant in jest, backfired on me and seems to have been misinterpreted. It has provided an opportunity to uncover and learn more regardless. I think perhap...
by Squelch
Mon Jan 27, 2020 12:11 am
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 196418

Re: pY Petroleum Handling

Hehe, yes the various names that are commonly used for what are effectively equivalent, makes life interesting. Benzin or Benzine and variations of, for petrol (gas) in many other languages (German, Russian, Italian etc) or even Essence (French), and then the variations on Gas such as Gasolina (Span...
by Squelch
Sun Jan 26, 2020 11:09 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 196418

Re: pY Petroleum Handling

Hmm, is it still about "vanilla" Petroleum Gas ? Because (despite its icon of Ethene = Ethylene ), the fractional distillation schematics are pretty clear about it ? https://en.wikipedia.org/wiki/Oil_refinery#Major_products https://upload.wikimedia.org/wikipedia/commons/thumb/6/6e/Crude_O...
by Squelch
Sun Jan 26, 2020 10:58 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 300362

Re: pY Alien Life - Discussion

But there's no item called "petroleum". Ok. petroleum [gas] to be precise. Regarding biters... I cannot understand what people find fun in having to deal with stupidly overpowered (in py) creatures that just sidetrack you from the core concepts of the game. Pymods are explicity not made t...
by Squelch
Sun Jan 26, 2020 9:05 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 300362

Re: pY Alien Life - Discussion

Oh, yes, all of the above. Don't get me wrong, Py suite is most probably not for the faint of heart. I was merely commenting on how much more complex the early game in PyAl appeared to be, and that might just be a little too much for some. Not a complaint, but merely an observation. As for biters, I...
by Squelch
Sun Jan 26, 2020 8:31 pm
Forum: Gameplay Help
Topic: Making a train stop only if it needs fuel?
Replies: 5
Views: 2181

Re: Making a train stop only if it needs fuel?

Not in the vanilla game unfortunately. I think there might be a mod that does this however. Trains will only travel between their scheduled stations as instructed, and only when stopped at stations can the ID, and cargo contents be read. The current fuel reserve is out of reach, so people tend to ju...
by Squelch
Sun Jan 26, 2020 8:22 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 300362

Re: pY Alien Life - Discussion

echoing my thoughts Yes, I must admit to simply saying "wibble!?!?" upon seeing the showcase too. :D I relish the added complexity, but also fear it might be just that bit too much for new-ish players in the early game. I'm still eager to see just how it plays out, so reserve final judgme...
by Squelch
Sun Jan 26, 2020 7:38 pm
Forum: Implemented Suggestions
Topic: Modmanager UI - Distinguish currently active mods from non active.
Replies: 1
Views: 1070

Modmanager UI - Distinguish currently active mods from non active.

TL;DR Non active mods are greyed out, but activated, and not currently active mods have no distinction. Keep them greyed out after being checked, or add some other visual element to distinguish the intermediate status until the next game restart. What ? A non active mod is greyed out until it is ch...
by Squelch
Sun Jan 26, 2020 6:19 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 605899

Re: pY Coal Processing - Discussion

I have installed the newly released pY Coal Processing and its partner graphics package for 0.18 (pycoalprocessing_1.5.6 and pycoalprocessinggraphics_1.0.0 respectively) and get the following error. [code]3.267 Error SoundLibrary.cpp:79: Missing sound when loading sound library: __pycoalprocessingg...
by Squelch
Sun Jan 26, 2020 5:37 pm
Forum: Modding discussion
Topic: Detecting valid downloaded dependencies
Replies: 3
Views: 1200

Re: Detecting valid downloaded dependencies

Yes you are correct, and it is a nit pick. The check mark beside the mod in the manager seems to indicate whether it is active. The tooltip - stdlib in the screenshot - is technically correct as you say, but I'd contend it is misleading in this case. In fact there is nothing in the gui to indicate t...
by Squelch
Sun Jan 26, 2020 3:27 pm
Forum: Modding discussion
Topic: Detecting valid downloaded dependencies
Replies: 3
Views: 1200

Detecting valid downloaded dependencies

I have just embarrassed myself by flagging a problem with an unsatisfied dependency during an upgrade while using the games mod manager. I had already fetched the correct version of the dependency, but the mod manager still showed that it was missing. This was all conducted in the same session, and ...
by Squelch
Sun Jan 26, 2020 3:06 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 446602

Re: pY Raw Ores Discussion

not currently. most of the changes shouldnt actually be an issue. things like having to specify an images is size 32 instead of the game assuming will back port just fine as it really should have been done from the get go. its mostly getting pyal balance so theres not a constant stream of duplicate...

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