Not sure. Try disabling pypetroleumhanding and pyrawores. If it loads then I know what the issue is. Otherwise I'd have to go looking
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Posted: Mon Jun 24, 2019 12:39 pm
by aklesey1
All works without PYRO with this set of mods - this is not surprising when you consider that it changes the order of ore spawning
Ammonia used instead of nitrogen dioxide in some recipes when with bob's mods, strange....
Bobingaboud made update with burner stage and there're many inappropriate recipes with using nexelit fuel rods and hot air lol
Not sure that they are suitable for bob's mods
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
All works without PYRO with this set of mods - this is not surprising when you consider that it changes the order of ore spawning
Ammonia used instead of nitrogen dioxide in some recipes when with bob's mods, strange....
Bobingaboud made update with burner stage and there're many inappropriate recipes with using nexelit fuel rods and hot air lol
Not sure that they are suitable for bob's mods
Which is why I'm in the middle of rewriting pycoaltbaa to fix a bunch of internal issues and get caught up with compatibility
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Posted: Tue Jun 25, 2019 7:25 am
by aklesey1
Can u look at PYRO? May be it have some conflict with bob's ores mod?
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 red science recipe to filter all ores from sand... trivial! Go add SpaceX for difficulty.
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 red science recipe to filter all ores from sand... trivial! Go add SpaceX for difficulty.
im still around and working on it. and the balance issue is the big reason this is taking so long. along with cleaning up and organizing the code im re-balancing angels and py so that it eliminates that difficultly gap without losing to much of the branching options and trimming some of the excess fat. aka the duplicated machines like the electrolysers that dont need to be there given both mods have a there own set.
long story short ive got a few things i want to finish up on pyblock and release the .17 version of that tonight and then ill be back to working on pycoaltbaa.
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 red science recipe to filter all ores from sand... trivial! Go add SpaceX for difficulty.
im still around and working on it. and the balance issue is the big reason this is taking so long. along with cleaning up and organizing the code im re-balancing angels and py so that it eliminates that difficultly gap without losing to much of the branching options and trimming some of the excess fat. aka the duplicated machines like the electrolysers that dont need to be there given both mods have a there own set.
long story short ive got a few things i want to finish up on pyblock and release the .17 version of that tonight and then ill be back to working on pycoaltbaa.
Thumbs up on that sir.
PS: Remind me if cheering up is considered spam, I stop
Regards, Delanii
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Posted: Fri Jul 05, 2019 2:46 am
by toorudez
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...
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
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.
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
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.
I'll give that a try. Thanks
Edit: That did not work. Time to back-date all the mods I'm using and perhaps the version of the base game and find out what changed the name of the recipe.
Edit2: It appears to be Boblibrary that changes the recipe name. I disabled that mod and Circuit Board 1 is back. (Factorio version 0.17.54)
Edit3: So doing some digging. It appears that when I activate the PyCoalTBaA mod, it changes the Circuit Board 1,2 and 3 recipe to be Circuit 1,2 and 3.
Edit4: So I've tried reverting back to PyCoalTBaA 0.0.55. Now it made all my stone pipes disappear!!! Yikes!! I might just start a new game soon. Anyway, here's my mod lit if it helps:
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.
I'll give that a try. Thanks
Edit: That did not work. Time to back-date all the mods I'm using and perhaps the version of the base game and find out what changed the name of the recipe.
Edit2: It appears to be Boblibrary that changes the recipe name. I disabled that mod and Circuit Board 1 is back. (Factorio version 0.17.54)
Edit3: So doing some digging. It appears that when I activate the PyCoalTBaA mod, it changes the Circuit Board 1,2 and 3 recipe to be Circuit 1,2 and 3.
Edit4: So I've tried reverting back to PyCoalTBaA 0.0.55. Now it made all my stone pipes disappear!!! Yikes!! I might just start a new game soon. Anyway, here's my mod lit if it helps:
Now the cm-electronic-circuit is the "circuit-1" entity which properly shows up in my handcrafting list. HOWEVER; the PCB1 recipe (for the electronic subtrate boards) does NOT. So whilst these recipes are immediately following eachother and without any override (that I could find) the circuit board 1 recipe (handcrafting version) DOES show up yet the substrate recipe does not. I checked ALL overrides/fixes as well as affected mods (including THEIR overrides/fixes) but I'm at a loss....
Going to try to alter the various variables in this recipe to see if I can "trick" the mod into thinking it's another recipe altogether.
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
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.
I'll give that a try. Thanks
Edit: That did not work. Time to back-date all the mods I'm using and perhaps the version of the base game and find out what changed the name of the recipe.
Edit2: It appears to be Boblibrary that changes the recipe name. I disabled that mod and Circuit Board 1 is back. (Factorio version 0.17.54)
Edit3: So doing some digging. It appears that when I activate the PyCoalTBaA mod, it changes the Circuit Board 1,2 and 3 recipe to be Circuit 1,2 and 3.
Edit4: So I've tried reverting back to PyCoalTBaA 0.0.55. Now it made all my stone pipes disappear!!! Yikes!! I might just start a new game soon. Anyway, here's my mod lit if it helps:
Now the cm-electronic-circuit is the "circuit-1" entity which properly shows up in my handcrafting list. HOWEVER; the PCB1 recipe (for the electronic subtrate boards) does NOT. So whilst these recipes are immediately following eachother and without any override (that I could find) the circuit board 1 recipe (handcrafting version) DOES show up yet the substrate recipe does not. I checked ALL overrides/fixes as well as affected mods (including THEIR overrides/fixes) but I'm at a loss....
Going to try to alter the various variables in this recipe to see if I can "trick" the mod into thinking it's another recipe altogether.
well its not going to show up as its the same recipe and the second instance overrides the first one. all you've got to do is change the name on one and theyll both show up
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
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.
I'll give that a try. Thanks
Edit: That did not work. Time to back-date all the mods I'm using and perhaps the version of the base game and find out what changed the name of the recipe.
Edit2: It appears to be Boblibrary that changes the recipe name. I disabled that mod and Circuit Board 1 is back. (Factorio version 0.17.54)
Edit3: So doing some digging. It appears that when I activate the PyCoalTBaA mod, it changes the Circuit Board 1,2 and 3 recipe to be Circuit 1,2 and 3.
Edit4: So I've tried reverting back to PyCoalTBaA 0.0.55. Now it made all my stone pipes disappear!!! Yikes!! I might just start a new game soon. Anyway, here's my mod lit if it helps:
Now the cm-electronic-circuit is the "circuit-1" entity which properly shows up in my handcrafting list. HOWEVER; the PCB1 recipe (for the electronic subtrate boards) does NOT. So whilst these recipes are immediately following eachother and without any override (that I could find) the circuit board 1 recipe (handcrafting version) DOES show up yet the substrate recipe does not. I checked ALL overrides/fixes as well as affected mods (including THEIR overrides/fixes) but I'm at a loss....
Going to try to alter the various variables in this recipe to see if I can "trick" the mod into thinking it's another recipe altogether.
well its not going to show up as its the same recipe and the second instance overrides the first one. all you've got to do is change the name on one and theyll both show up
*major facepalm moment*
I can but only say "D'Oh"
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Posted: Tue Jul 16, 2019 2:12 pm
by Shadow Commander
When I add: bob, angel, py and space (without bob greenhouse and adjustable inserters) PY hightech mod gets a bug.
Making a lab will then requires "Printed Circuit Subtract" which need vacuum and to make that you need a high pressure pump which needs steel .
No research no steel
Without py hightech it looks fine for now, have not gotten far from the ground tho
so quick update on where things stand with version 0.9.0. as it stands most of the core has been rewritten and the only major thing left is to get so functions made to handle technology adjustments/ changes. with the rewrite ive made it so that instead of needing to constantly manually check if any given mod/ mods are loaded it will look for specific things to change and make sure the changes it trying to make can actually be done. it should mean moving forward that even in a worse case scenario and it fails to change something it will just skip that change and still allow the game to load with a full game crash as it would before.
at this point ill have the tech done pretty quickly and have already begone to sort thru and move all the old data that is still useful like item replaces to fix duplication issues.
the re-balancing work is still underway but its going to take longer than i originally intended due to the fact its just a lot of stuff to sort thru. as such my plan now is to get the mod reassembled to a point where i can safely release a new version that wont break existing games and get back to fixing bugs as needed and release patches with chunks of re-balanced content as i feel its ready.
so dont hold me to it as im terrible with sticking to my own timeline but im planning august 1st as the release date of 0.9.0.
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Posted: Sat Jul 20, 2019 8:46 pm
by Dadzooks
I just want to say that I love your mod, don't let impatient people get to you, rewrite will be here when it's here and I'm sure you will have plenty of willing test subjects. Thank you for your effort.
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I just want to say that I love your mod, don't let impatient people get to you, rewrite will be here when it's here and I'm sure you will have plenty of willing test subjects. Thank you for your effort.
nobody is getting to me its more of keeping myself to a time table or itll end up on the "ill work on it tomorrow" list. and well tomorrow has a bad habit of always being tomorrow and never today.