Search found 133 matches
- Thu Jun 04, 2020 7:49 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295227
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...
- Wed May 27, 2020 8:25 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60345
Re: [MOD 0.15.15+] FNEI Mod
Thanks to ETK03 for this fix to the latest crash.
You can go to FNEI_0.3.2/prototypes/recipe_styles.lua and change line 277 from parent = "green_slot_button", to parent = "slot_button",
I also added a fixed version of the file you can copy into your mod.
You can go to FNEI_0.3.2/prototypes/recipe_styles.lua and change line 277 from parent = "green_slot_button", to parent = "slot_button",
I also added a fixed version of the file you can copy into your mod.
- Wed May 27, 2020 6:43 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 154978
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
Getting this error on startup while on 0.18.27.
- Fri May 22, 2020 6:11 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295227
Re: pY Alien Life - Discussion
I found a weird minor bug. When you select the phytoplankton farm to be built from an assembly machine, it shows up under the Alien Life tab but when you look for it under circuit conditions on an inserter, it's under Fusion Energy.
Still loving the mod! Great work!
Still loving the mod! Great work!
- Sat May 16, 2020 5:09 am
- Forum: 1 / 0 magic
- Topic: [0.18.24] Crash on exit
- Replies: 1
- Views: 841
[0.18.24] Crash on exit
I had just saved my game and exited to the main menu. After I clicked exit the game crashed and the window asking me to post here popped up.
- Sun May 10, 2020 6:14 am
- Forum: PyMods
- Topic: pY Fusion Energy - Discussion
- Replies: 552
- Views: 194084
Re: pY Fusion Energy - Discussion
Pyanaodon Alien Life 1.6.8 does not have a dependency on Pyanadon HighTech. However, if you load AlienLife without HighTech, factorio will not start and gives the following error: 6.183 Checksum of pyalienlife: 3086968001 6.492 Error ModManager.cpp:1469: Error in assignID, item with name 'tall-oil-...
- Fri May 01, 2020 6:19 am
- Forum: PyMods
- Topic: No logistics tab
- Replies: 4
- Views: 2008
Re: No logistics tab
Is anyone else missing their logistics tab? It worked last night but now is missing. I did a Factorio bug report but Rseding said it was there for him when he loaded up my save. Only thing I did was get the new Factorio update and update my mods. Have you tried resetting your tech or anything? Sorr...
- Fri May 01, 2020 5:07 am
- Forum: PyMods
- Topic: No logistics tab
- Replies: 4
- Views: 2008
Re: No logistics tab
If I load my save with all of PyAL disabled I have the logistics tab but when I add it, it isn't there. Here's a link to my save if anyone has any ideas.
https://drive.google.com/open?id=1YurOy ... 4R_K4QrCik
https://drive.google.com/open?id=1YurOy ... 4R_K4QrCik
- Fri May 01, 2020 3:35 am
- Forum: PyMods
- Topic: No logistics tab
- Replies: 4
- Views: 2008
No logistics tab
Is anyone else missing their logistics tab? It worked last night but now is missing. I did a Factorio bug report but Rseding said it was there for him when he loaded up my save. Only thing I did was get the new Factorio update and update my mods.
- Thu Apr 30, 2020 9:54 pm
- Forum: Not a bug
- Topic: [0.18.22] Logistics tab missing from inventory
- Replies: 2
- Views: 984
- Thu Apr 30, 2020 9:51 pm
- Forum: Not a bug
- Topic: [0.18.22] Logistics tab missing from inventory
- Replies: 2
- Views: 984
[0.18.22] Logistics tab missing from inventory
Since getting the update today my game is missing the logistics tab. I have the crafting, and character tabs but nothing past it. The only other differences to my game since last night is I don't have the helmod mod installed and I manually changed the data.lua content in Actual craft and FNEI from ...
- Sat Apr 18, 2020 5:58 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295227
Re: pY Alien Life - Discussion
Moondrops are still showing really high production values. It looks like when the bonus quantity (10% 1-3 x Moondrop) of moondrop is triggered, when processing moondrop seeds in the botanical nursery, it records that 29G of moondrop as being produced. Over the life of my 178 hour playthrough, it sho...
- Mon Apr 06, 2020 5:03 pm
- Forum: PyMods
- Topic: Love the new icons in the most recent update
- Replies: 3
- Views: 1624
Re: Love the new icons in the most recent update
The new icons do help, it makes it easier to separate out building A from building B if they have similar looks. Also *shakes fist* I see you took out the phytoplankton->biomass recipe. I guess that's good reason for me to finally get a decent non-cheesy biomass setup going... :) It really was too ...
- Wed Mar 18, 2020 12:44 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295227
Re: pY Alien Life - Discussion
They're made in a new building. I think it's called the research center.The_Ferret wrote: ↑Wed Mar 18, 2020 12:26 amI just updated to the latest versions of every PyMod. All of the science pack recipes have disappeared!
- Tue Mar 17, 2020 9:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
- Replies: 8
- Views: 4610
Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade
I'm missing it too. I had it when I first loaded up a save and then it wasn't there later. *edit- I lose it when I run this command I was running to fix another tech migration problem with a Pyanodon mod. /c for _,player in pairs(game.players) do player.force.reset_recipes() player.force.reset_techn...
- Mon Mar 16, 2020 6:58 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295227
Re: pY Alien Life - Discussion
Well I noticed a funny bug in my game today. In the production window when I look at what's been made in the life of my whole base, it shows I've produced 141G moondrop and consumed 13k. That is, 31M/min produced vs 3.0/min consumed. It isn't breaking anything and only shows crazy high numbers if I ...
- Tue Mar 10, 2020 4:40 pm
- Forum: PyMods
- Topic: How to start with Py + Bob + Angel
- Replies: 7
- Views: 7049
Re: How to start with Py + Bob + Angel
You can hand craft basic circuits using a simple recipe. To automate them takes an advanced process if you're playing with Py High Tech. It's possible Bobs/Angels changes that to make it easier but I've never played them all together.
- Mon Feb 24, 2020 11:29 pm
- Forum: 1 / 0 magic
- Topic: [0.18.8] Crash: LightRenderer::loadLights
- Replies: 1
- Views: 875
[0.18.8] Crash: LightRenderer::loadLights
I was laying yellow belts when I got the white crash to desktop window that asked me to post here. I'm going to play it more to see if I can get it to crash again but unfortunately I don't have specifics. The crash happened within about a minute or two of the autosave. Mods used are all up to date. ...
- Mon Feb 17, 2020 7:14 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295227
Re: pY Alien Life - Discussion
I'd like to add that I think we both knew to use the creatures/plants as modules, I know I did. I was just trying to express my surprise, a good surprise, at what was needed to get it working. I wasn't really going to build that many farms.
- Sun Feb 16, 2020 9:30 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 295227
Re: pY Alien Life - Discussion
Me: "This mod isn't too bad so far."
Goes to setup some Kicalk for fiber. . . "Uh oh."
Ok. I need 0.2 Kicalk/sec. Great! I only need 3750 factories.
Goes to setup some Kicalk for fiber. . . "Uh oh."
Ok. I need 0.2 Kicalk/sec. Great! I only need 3750 factories.