Search found 84 matches
- Tue Mar 26, 2019 8:55 pm
- Forum: Releases
- Topic: Version 0.17.21
- Replies: 15
- Views: 14390
Re: Version 0.17.21
Thanks for same day fix to the crashes!
- Tue Mar 26, 2019 7:40 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 598523
Re: pY Coal Processing - Discussion
We got new graphics for destructive distillation column Nice
EDIT aaaaand they also have different placement of fluid boxes. That's less nice.
Can't write anymore, must redesign now...
EDIT aaaaand they also have different placement of fluid boxes. That's less nice.
Can't write anymore, must redesign now...
- Tue Mar 26, 2019 6:44 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 244493
Re: pY HighTech Discussion
So, I've done a small patch that implements two changes to HT: 1. moves stack inserter tech to only require basic electronics (only red+green science to unlock it). This also gives access to non-stack inserter capacity bonus of +1 without blue science 2. replaced CB2 with nylon in stack inserter rec...
- Tue Mar 26, 2019 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.20] Game crash when opening Blueprint library
- Replies: 16
- Views: 5261
Re: [0.17.20] Game crash when opening Blueprint library
Same for me - crash when opening blueprint library. Happens in my pymods game as well as in vanilla. 0.17.19 also crashes.
reverting back to 17.17 makes it playable again.
reverting back to 17.17 makes it playable again.
- Mon Mar 25, 2019 8:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Inventory not visible in crafting window (E)
- Replies: 19
- Views: 6082
Re: [0.17.18] Inventory not visible in crafting window (E)
well, playing py mods on single with no bug is harder than multi with the bug
it however seems connected to other gui bugs reported right after .17.18 went live
it however seems connected to other gui bugs reported right after .17.18 went live
- Mon Mar 25, 2019 8:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Inventory not visible in crafting window (E)
- Replies: 19
- Views: 6082
Re: [0.17.18] Inventory not visible in crafting window (E)
I'm experiencing the same while playing with pyMods (without AB). Inventory is visible when opening a chest though.
Reverting to .17.17 solves the bug
Reverting to .17.17 solves the bug
- Mon Mar 25, 2019 8:04 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 244493
Re: pY HighTech Discussion
Hi pyanodon, I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it). Getting two items moved per inserter swing is pretty big boost, e...
- Sun Mar 24, 2019 9:22 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 244493
Re: pY HighTech Discussion
Hi pyanodon, I've started a new playthrough and I noticed that inserter capacity bonus 2 (the one that gives +1 to non-stack inserters) is locked behind chemical science pack (as Fuel Production and Advanced Electronics required it). Getting two items moved per inserter swing is pretty big boost, es...
- Tue Mar 05, 2019 5:49 pm
- Forum: Releases
- Topic: Version 0.17.6
- Replies: 29
- Views: 21424
Re: Version 0.17.6
Yay! Productivity bonus migration works well now. Thanks!!!
EDIT: I should've said 'woo'. Sorry!
EDIT: I should've said 'woo'. Sorry!
- Mon Mar 04, 2019 10:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 6787
Re: [0.17.5] mining productivity migration script too generous
I, for one, did not upgrade my save today I'll jump straight to 0.17.6
Thanks for the fix!!
- Mon Mar 04, 2019 7:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 6787
Re: [0.17.5] mining productivity migration script too generous
Same here, I jumped from +20% in 17.4 to +60% in 17.5
Also, in previous version I had 20 mining prod techs researched, after migration to 17.5 I've got only the first one researched.
Also, in previous version I had 20 mining prod techs researched, after migration to 17.5 I've got only the first one researched.
- Mon Mar 04, 2019 7:05 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40472
Re: Version 0.17.5
It is indeed a huge buff to mining productivity. I immediately went from +20% (level 10 researched) to +60% after upgrade with only level 1 researched and level 2 of mining productivity reseachable for 1000 RGB science. Also, as others have already mentioned, the new mining productivity is very chea...
- Sat Jan 26, 2019 9:56 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 76659
Re: Friday Facts #279 - Train GUI & Modern Spitter
This has already been mentioned, in this thread and others, but if the Train GUI looked like this in 0.17, I would be very, very happy. (This is a mockup for Conditional Goto Orders, ala OpenTTD.) conditional-goto.png Of course, I'm already going to be happy. But this would be even better. :D Also,...
- Fri Jan 18, 2019 3:25 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66599
Re: Friday Facts #278 - The new quickbar
Especially if you have safes with very different play styles (say one vanilla megabase, one in the campaign, one train world/death world, one early game peaceful, one sea block, one creative mode for designing and sometimes you are running some category of speedrun) you want to have very different ...
- Sun Jan 06, 2019 8:03 pm
- Forum: Balancing
- Topic: 0.17+ mining & smelting numbers
- Replies: 16
- Views: 22184
Re: 0.17+ mining & smelting numbers
Yes, I like 2s proposal as well - this will make early smelting setups less labours intensive. This will make this boring task less boring :) I would also not mind changing steel recipe. Currently smelting steel is also a bit boring: 1 iron plate furnace feeds directly into 1 steel smelter. Decreasi...
- Fri Jan 04, 2019 3:33 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 65002
Re: Friday Facts #276 - Belt item spacing & Script rendering
Very good change to the belts! Great.
Visually it looks a bit worse in 0.17 than in 0.16 due to the items overlapping more. Would it look better if the part of items that is covered by the next item on the belt was darker?
Visually it looks a bit worse in 0.17 than in 0.16 due to the items overlapping more. Would it look better if the part of items that is covered by the next item on the belt was darker?
- Sun Dec 09, 2018 4:36 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 598523
Re: pY Coal Processing - Discussion
The newest version might not be compatibile with Bob's mods - try to remove all bobs mods first
- Sun Dec 09, 2018 8:27 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 440883
Re: pY Raw Ores Discussion
Congrats on the release!!! Thanks a lot for all the hard work to both of you :!: small note: pyIndustry has optional dependency on bobs library. I guess this is no longer needed and can be removed. EDIT: I have all the classic ores (iron, copper, stone, coal, uranium, lead, nickel, titatnium,etc) av...
- Sun Nov 25, 2018 6:07 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406866
Re: Development and Discussion
From my understanding you will be able to override (or rather set) limit even on basegame assemblers. From the FFF-226 it reads Assembling machine ingredient limit removal What I have in mind will work a bit different anyways, but I have to achieve it in a different way now. It's probably cleaner t...
- Fri Jul 20, 2018 3:38 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 44103
Re: Friday Facts #252 - Sound design & Map editor
Brilliant updates, I am looking very much to both improved sounds and the editor.
Sounds really get immersion to the next level. I cannot play without Mushroom Cloud mod anymore as it makes nuke explosions as they should be.
Sounds really get immersion to the next level. I cannot play without Mushroom Cloud mod anymore as it makes nuke explosions as they should be.