Search found 96 matches

by YunoAloe
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...
by YunoAloe
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

toorudez wrote: ↑
Fri Jul 05, 2019 2:46 am
Does this mod rename PyHighTech "Circuit Board 1" to "Circuit 1"? There are recipes for buildings in PyHighTech that still require Circuit Board 1, but now I can't make it.

Actually, just about everything needs Circuit Board 1 to build...
Use v0.0.55, not 56.
by YunoAloe
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?
by YunoAloe
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...
by YunoAloe
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

kingarthur wrote: ↑
Tue Jun 11, 2019 4:25 am
On july 1st ill release a new version that ill be bumping up 0.9.0 for the new and improved pycoaltbaa.
Sup?
by YunoAloe
Tue Jul 02, 2019 12:01 pm
Forum: PyMods
Topic: This modpack is nuts. Any tips for mid-game?
Replies: 9
Views: 4402

Re: This modpack is nuts. Any tips for mid-game?

Crixomix wrote: ↑
Mon Jul 01, 2019 7:05 pm
I am currently in what I would consider the early-mid-game (Though I'm like 30+ hours in).
I'm 400 hours in. I just finished blue science. Blue science is mid-game.
by YunoAloe
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 ...
by YunoAloe
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...
by YunoAloe
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...
by YunoAloe
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.
by YunoAloe
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...
by YunoAloe
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 ...
by YunoAloe
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?
by YunoAloe
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.
by YunoAloe
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...
by YunoAloe
Thu Jun 20, 2019 7:57 pm
Forum: PyMods
Topic: Upgrade planner
Replies: 9
Views: 2737

Re: Upgrade planner

theblindironman wrote: ↑
Thu Jun 20, 2019 5:57 pm
I 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
Yeah, that's correct. I just read the wiki yesterday and it explained it.
by YunoAloe
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...
by YunoAloe
Tue Jun 18, 2019 11:22 pm
Forum: PyMods
Topic: Upgrade planner
Replies: 9
Views: 2737

Re: Upgrade planner

immortal_sniper1 wrote: ↑
Tue Jun 18, 2019 10:38 pm
YunoAloe wrote: ↑
Tue Jun 18, 2019 12:46 pm
immortal_sniper1 wrote: ↑
Tue Jun 18, 2019 7:02 am
IT WORKS I USE IT ALL THE TIME
Can you share a screenshot?
what do you want in it more precisely?
A screenshot showing you successfully using upgrade planner on any Py buildings, in progress. Also would show the way you use it.
by YunoAloe
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

Deadlock989 wrote: ↑
Tue 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.
Btw since Py released new graphics for ores just last week, their stacked icons are messed now.
by YunoAloe
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....

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