Search found 96 matches
- Fri Jul 12, 2019 2:46 pm
- Forum: PyMods
- Topic: pY Fusion Energy - Discussion
- Replies: 552
- Views: 194498
Re: pY Fusion Energy - Discussion
I have started a new game with pyanodon. I hav played for almost 90 hours. I can't find a way to mine diamonds (kimberlite) It's seem i need a volcanic pipe but i can't find one. I have built a few megadar to explore the map but I still can't find a volcanic pipe. Can someone help me? Kimberlite is...
- Fri Jul 05, 2019 4:01 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 298438
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Use v0.0.55, not 56.
- Thu Jul 04, 2019 1:47 am
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 18510
Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
Any chance to have this for 0.17?
- Wed Jul 03, 2019 12:11 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 298438
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Really excited to try a "include everything"-mod run for maximum difficulty! ABPy is actually easier than pure Py. More complex as in more alternatives, but most of Angel's alternatives are a lot easier than Py's, and there are a lot of them. Adding MadClown's makes it even more easy. 1 r...
- Tue Jul 02, 2019 1:25 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 298438
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Sup?kingarthur wrote: βTue Jun 11, 2019 4:25 amOn july 1st ill release a new version that ill be bumping up 0.9.0 for the new and improved pycoaltbaa.
- Tue Jul 02, 2019 12:01 pm
- Forum: PyMods
- Topic: This modpack is nuts. Any tips for mid-game?
- Replies: 9
- Views: 4402
- Mon Jul 01, 2019 11:44 pm
- Forum: Technical Help
- Topic: [0.17.52] Many active chunks far outside my base
- Replies: 3
- Views: 1141
Re: [0.17.52] Many active chunks far outside my base
Upon further investigation, I found out what happened. Turned out I wasn't accurate enough in my tests. Rampant has an option to shrink collision boxes of biters and nests, so it did. After I returned it to normal, a lot of biters got stuck inside rocks, cliffs and nests. Where they got stuck, they ...
- Mon Jul 01, 2019 3:25 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320149
Re: [MOD 0.13.17+] Rampant - 0.17.26
I'm having a UPS issue which I described at https://forums.factorio.com/viewtopic.php?f=49&t=72738 . I'm playing on an entirely forest-biter-covered map. Either the recent patch with the AI tweak, or installing Rampant, seem to have permanently activated a lot of chunks outside my base. When I s...
- Mon Jul 01, 2019 12:23 am
- Forum: Technical Help
- Topic: [0.17.52] Many active chunks far outside my base
- Replies: 3
- Views: 1141
[0.17.52] Many active chunks far outside my base
active-chunks.png I have many active chunks outside my base (purple squares). There is no pollution there. They're eating my UPS. Uninstalling Rampant and Natural Evolution does not help, nor changing any of their options either. Deleting the chunks with lua commands helps as well as deleting all b...
- Sun Jun 30, 2019 8:21 pm
- Forum: Resource Spawner Overhaul
- Topic: Command to spawn a naturally-looking ore patch
- Replies: 6
- Views: 29650
Re: Command to spawn a naturally-looking ore patch
Yep, looks better than a square. Thank you.
- Sun Jun 30, 2019 4:43 pm
- Forum: Resource Spawner Overhaul
- Topic: Command to spawn a naturally-looking ore patch
- Replies: 6
- Views: 29650
Re: Command to spawn a naturally-looking ore patch
Question is what do you mean by naturally looking ore patch - RSO can only spawn ones similar to what it generates already. Natural shape is whatever it spawns naturally, not a square. I'm looking for this as a balance feature, since ABPy+SpaceX game is hard to predict on how much of which ores wil...
- Sun Jun 30, 2019 3:30 pm
- Forum: Resource Spawner Overhaul
- Topic: Command to spawn a naturally-looking ore patch
- Replies: 6
- Views: 29650
Command to spawn a naturally-looking ore patch
There's a command to spawn a square resource patch at https://wiki.factorio.com/Console#Add_new_resource_patch. I tried to look for a full list of RSO's commands, but there doesn't seem to be one, or there are only very few special commands implemented at all. So I'm looking for any way to manually ...
- Sat Jun 22, 2019 11:00 am
- Forum: PyMods
- Topic: Deadlocks Stacking for Pyanodons mods
- Replies: 162
- Views: 54238
Re: Deadlocks Stacking for Pyanodons mods
I did https://mods.factorio.com/mod/PyCoalTBa ... 000dbe8d22
It is not the only possible solution.
The migration not working is a separate thing though, looks like something with paths, perhaps you use linux?
It is not the only possible solution.
The migration not working is a separate thing though, looks like something with paths, perhaps you use linux?
- Fri Jun 21, 2019 3:59 am
- Forum: PyMods
- Topic: Deadlocks Stacking for Pyanodons mods
- Replies: 162
- Views: 54238
Re: Deadlocks Stacking for Pyanodons mods
Ok, so I fixed the error in pycoaltbaa, recombined your mods into something that migrates (for me), with a full list of items, alphabetically sorted, no duplicates, fixed mod name in function, made more sense for some research tiers like green science for molybdenum chain. Here it is attached.
- Fri Jun 21, 2019 12:23 am
- Forum: PyMods
- Topic: Deadlocks Stacking for Pyanodons mods
- Replies: 162
- Views: 54238
Re: Deadlocks Stacking for Pyanodons mods
So, how do I actually migrate anyway? I tried to troubleshoot this on pycoaltbaa's side and I'm getting this error when loading save with replaced deprecated mod now: Error while applying migration: Deadlock's Stacking for Pyanodon: shared.lua __DeadlocksStackingForPyanadon__/migrations/shared.lua:5...
- Thu Jun 20, 2019 7:57 pm
- Forum: PyMods
- Topic: Upgrade planner
- Replies: 9
- Views: 2737
Re: Upgrade planner
Yeah, that's correct. I just read the wiki yesterday and it explained it.theblindironman wrote: βThu Jun 20, 2019 5:57 pmI was able to get it to work, but I had to create the upgrade paths manually in the a planner BP.
Each of the py building entities would need the
Code: Select all
next_upgrade
- Thu Jun 20, 2019 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Ore dictionary
- Replies: 6
- Views: 1328
Re: Ore dictionary
any mod can make any item, recipe or entity with the same name and simply overwrite whatever got loaded earlier. What I see is rather than overwriting other mods' items with it's own, everyone makes their own sand. An "ore dictionary" mod wouldn't even be able to detect the existence of m...
- Tue Jun 18, 2019 11:22 pm
- Forum: PyMods
- Topic: Upgrade planner
- Replies: 9
- Views: 2737
Re: Upgrade planner
A screenshot showing you successfully using upgrade planner on any Py buildings, in progress. Also would show the way you use it.immortal_sniper1 wrote: βTue Jun 18, 2019 10:38 pmwhat do you want in it more precisely?
- Tue Jun 18, 2019 9:20 pm
- Forum: PyMods
- Topic: Deadlocks Stacking for Pyanodons mods
- Replies: 162
- Views: 54238
Re: Deadlocks Stacking for Pyanodons mods
Btw since Py released new graphics for ores just last week, their stacked icons are messed now.Deadlock989 wrote: βTue Jun 18, 2019 7:18 pm- Third party stacking mods could use their own customised icons like they've been advised and stop eating up everyone's FPS.
- Tue Jun 18, 2019 6:33 pm
- Forum: PyMods
- Topic: Deadlocks Stacking for Pyanodons mods
- Replies: 162
- Views: 54238
Re: Deadlocks Stacking for Pyanodons mods
Could somebody confirm or disconfirm please that https://mods.factorio.com/mod/DeadlocksStackingForPyanadon/discussion/5cf3de9d7bc50c000bc6fe0f can be fixed on this mod's side? I'm playing an ABPy+ game and I cannot migrate. Deadlock has introduced new functions to combat this in the latest update....