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Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Posted: Mon Jun 24, 2019 5:01 am
by aklesey1
I reduced the list of mods to a minimum and still no result
Mod List
What's wrong with this ribbon world?

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Posted: Mon Jun 24, 2019 6:06 am
by kingarthur
aklesey1 wrote:
Mon Jun 24, 2019 5:01 am
I reduced the list of mods to a minimum and still no result
Mod List
What's wrong with this ribbon world?
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

Posted: Mon Jun 24, 2019 1:01 pm
by kingarthur
aklesey1 wrote:
Mon Jun 24, 2019 12:39 pm
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

Posted: Tue Jul 02, 2019 1:25 pm
by YunoAloe
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?

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Posted: Wed Jul 03, 2019 6:43 am
by RenewU
YunoAloe wrote:
Tue Jul 02, 2019 1:25 pm
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?
Sup? :D

Really excited to try a "include everything"-mod run for maximum difficulty!

P.S. Saw kingarthur active on his github 9 days ago, fixing PCTBA, so it seems to be coming.

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Posted: Wed Jul 03, 2019 12:11 pm
by YunoAloe
RenewU wrote:
Wed Jul 03, 2019 6:43 am
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

Posted: Wed Jul 03, 2019 12:26 pm
by kingarthur
YunoAloe wrote:
Wed Jul 03, 2019 12:11 pm
RenewU wrote:
Wed Jul 03, 2019 6:43 am
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

Posted: Wed Jul 03, 2019 2:17 pm
by Delanii
kingarthur wrote:
Wed Jul 03, 2019 12:26 pm
YunoAloe wrote:
Wed Jul 03, 2019 12:11 pm
RenewU wrote:
Wed Jul 03, 2019 6:43 am
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

Posted: Fri Jul 05, 2019 4:01 am
by YunoAloe
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.

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Posted: Fri Jul 05, 2019 2:13 pm
by toorudez
YunoAloe wrote:
Fri Jul 05, 2019 4:01 am
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.
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:
  • angelsaddons-cab_0.1.3.zip
    angelsaddons-newlocales_0.2.7.zip
    angelsaddons-nilaus_0.2.1.zip
    angelsaddons-oresilos_0.5.1.zip
    angelsaddons-petrotrain_0.4.0.zip
    angelsaddons-pressuretanks_0.4.1.zip
    angelsaddons-smeltingtrain_0.2.0.zip
    angelsaddons-warehouses_0.4.1.zip
    angelsbioprocessing_0.6.2.zip
    angelsindustries_0.2.0.zip
    angelsinfiniteores_0.8.9.zip
    angelspetrochem_0.8.6.zip
    angelsrefining_0.10.13.zip
    angelssmelting-extended-upgradet_0.0.7.zip
    angelssmelting_0.5.7.zip
    bobassembly_0.17.6.zip
    bobenemies_0.17.7.zip
    bobequipment_0.17.2.zip
    bobgreenhouse_0.17.1.zip
    bobinserters_0.17.6.zip
    boblibrary_0.17.5.zip
    boblocale_0.17.0.zip
    boblogistics_0.17.13.zip
    bobmining_0.17.5.zip
    bobmodules_0.17.4.zip
    bobores_0.17.5.zip
    bobplates_0.17.10.zip
    bobpower_0.17.10.zip
    bobrevamp_0.17.5.zip
    bobtech_0.17.6.zip
    bobvehicleequipment_0.17.5.zip
    bobwarfare_0.17.10.zip
    FNEI_0.2.5.zip
    Infinizoom_0.1.3.zip
    LightedPolesPlus_1.3.5.zip
    long-reach_0.0.13.zip
    OpteraLib_0.1.7.zip
    pycoalprocessing_1.3.3.zip
    PyCoalTBaA_0.0.55.zip
    pyfusionenergy_1.2.6.zip
    pyindustry_1.2.8.zip
    pypetroleumhandling_1.2.4.zip
    pyrawores_1.5.0.zip
    Squeak Through_1.3.0.zip
    stdlib_1.2.0.zip
    WaterWell_1.0.20.zip

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Posted: Tue Jul 09, 2019 7:19 am
by Ashprinny
toorudez wrote:
Fri Jul 05, 2019 2:13 pm
YunoAloe wrote:
Fri Jul 05, 2019 4:01 am
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.
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:
  • angelsaddons-cab_0.1.3.zip
    angelsaddons-newlocales_0.2.7.zip
    angelsaddons-nilaus_0.2.1.zip
    angelsaddons-oresilos_0.5.1.zip
    angelsaddons-petrotrain_0.4.0.zip
    angelsaddons-pressuretanks_0.4.1.zip
    angelsaddons-smeltingtrain_0.2.0.zip
    angelsaddons-warehouses_0.4.1.zip
    angelsbioprocessing_0.6.2.zip
    angelsindustries_0.2.0.zip
    angelsinfiniteores_0.8.9.zip
    angelspetrochem_0.8.6.zip
    angelsrefining_0.10.13.zip
    angelssmelting-extended-upgradet_0.0.7.zip
    angelssmelting_0.5.7.zip
    bobassembly_0.17.6.zip
    bobenemies_0.17.7.zip
    bobequipment_0.17.2.zip
    bobgreenhouse_0.17.1.zip
    bobinserters_0.17.6.zip
    boblibrary_0.17.5.zip
    boblocale_0.17.0.zip
    boblogistics_0.17.13.zip
    bobmining_0.17.5.zip
    bobmodules_0.17.4.zip
    bobores_0.17.5.zip
    bobplates_0.17.10.zip
    bobpower_0.17.10.zip
    bobrevamp_0.17.5.zip
    bobtech_0.17.6.zip
    bobvehicleequipment_0.17.5.zip
    bobwarfare_0.17.10.zip
    FNEI_0.2.5.zip
    Infinizoom_0.1.3.zip
    LightedPolesPlus_1.3.5.zip
    long-reach_0.0.13.zip
    OpteraLib_0.1.7.zip
    pycoalprocessing_1.3.3.zip
    PyCoalTBaA_0.0.55.zip
    pyfusionenergy_1.2.6.zip
    pyindustry_1.2.8.zip
    pypetroleumhandling_1.2.4.zip
    pyrawores_1.5.0.zip
    Squeak Through_1.3.0.zip
    stdlib_1.2.0.zip
    WaterWell_1.0.20.zip
I was actually looking into this one myself seeing as I came across the same issue...when delving into the code I came across something weird:

RECIPE {
type = 'recipe',
name = 'electronic-circuit-initial',
category = 'handcrafting',
enabled = true,
energy_required = 2,
ingredients = {
{type = 'item', name = 'copper-plate', amount = 10},
{type = 'item', name = 'copper-cable', amount = 10},
{type = 'item', name = 'wood', amount = 2}
},
results = {
{type = 'item', name = 'pcb1', amount = 3}
}
}

RECIPE {
type = 'recipe',
name = 'electronic-circuit-initial',
category = 'handcrafting',
enabled = true,
energy_required = 2,
ingredients = {
{type = 'item', name = 'copper-plate', amount = 10},
{type = 'item', name = 'copper-cable', amount = 10},
{type = 'item', name = 'wood', amount = 1}
},
results = {
{type = 'item', name = 'cm-electronic-circuit', amount = 3}
}
}

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

Posted: Tue Jul 09, 2019 8:42 am
by kingarthur
Ashprinny wrote:
Tue Jul 09, 2019 7:19 am
toorudez wrote:
Fri Jul 05, 2019 2:13 pm
YunoAloe wrote:
Fri Jul 05, 2019 4:01 am
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.
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:
  • angelsaddons-cab_0.1.3.zip
    angelsaddons-newlocales_0.2.7.zip
    angelsaddons-nilaus_0.2.1.zip
    angelsaddons-oresilos_0.5.1.zip
    angelsaddons-petrotrain_0.4.0.zip
    angelsaddons-pressuretanks_0.4.1.zip
    angelsaddons-smeltingtrain_0.2.0.zip
    angelsaddons-warehouses_0.4.1.zip
    angelsbioprocessing_0.6.2.zip
    angelsindustries_0.2.0.zip
    angelsinfiniteores_0.8.9.zip
    angelspetrochem_0.8.6.zip
    angelsrefining_0.10.13.zip
    angelssmelting-extended-upgradet_0.0.7.zip
    angelssmelting_0.5.7.zip
    bobassembly_0.17.6.zip
    bobenemies_0.17.7.zip
    bobequipment_0.17.2.zip
    bobgreenhouse_0.17.1.zip
    bobinserters_0.17.6.zip
    boblibrary_0.17.5.zip
    boblocale_0.17.0.zip
    boblogistics_0.17.13.zip
    bobmining_0.17.5.zip
    bobmodules_0.17.4.zip
    bobores_0.17.5.zip
    bobplates_0.17.10.zip
    bobpower_0.17.10.zip
    bobrevamp_0.17.5.zip
    bobtech_0.17.6.zip
    bobvehicleequipment_0.17.5.zip
    bobwarfare_0.17.10.zip
    FNEI_0.2.5.zip
    Infinizoom_0.1.3.zip
    LightedPolesPlus_1.3.5.zip
    long-reach_0.0.13.zip
    OpteraLib_0.1.7.zip
    pycoalprocessing_1.3.3.zip
    PyCoalTBaA_0.0.55.zip
    pyfusionenergy_1.2.6.zip
    pyindustry_1.2.8.zip
    pypetroleumhandling_1.2.4.zip
    pyrawores_1.5.0.zip
    Squeak Through_1.3.0.zip
    stdlib_1.2.0.zip
    WaterWell_1.0.20.zip
I was actually looking into this one myself seeing as I came across the same issue...when delving into the code I came across something weird:

RECIPE {
type = 'recipe',
name = 'electronic-circuit-initial',
category = 'handcrafting',
enabled = true,
energy_required = 2,
ingredients = {
{type = 'item', name = 'copper-plate', amount = 10},
{type = 'item', name = 'copper-cable', amount = 10},
{type = 'item', name = 'wood', amount = 2}
},
results = {
{type = 'item', name = 'pcb1', amount = 3}
}
}

RECIPE {
type = 'recipe',
name = 'electronic-circuit-initial',
category = 'handcrafting',
enabled = true,
energy_required = 2,
ingredients = {
{type = 'item', name = 'copper-plate', amount = 10},
{type = 'item', name = 'copper-cable', amount = 10},
{type = 'item', name = 'wood', amount = 1}
},
results = {
{type = 'item', name = 'cm-electronic-circuit', amount = 3}
}
}

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

Posted: Wed Jul 10, 2019 6:40 pm
by Ashprinny
kingarthur wrote:
Tue Jul 09, 2019 8:42 am
Ashprinny wrote:
Tue Jul 09, 2019 7:19 am
toorudez wrote:
Fri Jul 05, 2019 2:13 pm
YunoAloe wrote:
Fri Jul 05, 2019 4:01 am
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.
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:
  • angelsaddons-cab_0.1.3.zip
    angelsaddons-newlocales_0.2.7.zip
    angelsaddons-nilaus_0.2.1.zip
    angelsaddons-oresilos_0.5.1.zip
    angelsaddons-petrotrain_0.4.0.zip
    angelsaddons-pressuretanks_0.4.1.zip
    angelsaddons-smeltingtrain_0.2.0.zip
    angelsaddons-warehouses_0.4.1.zip
    angelsbioprocessing_0.6.2.zip
    angelsindustries_0.2.0.zip
    angelsinfiniteores_0.8.9.zip
    angelspetrochem_0.8.6.zip
    angelsrefining_0.10.13.zip
    angelssmelting-extended-upgradet_0.0.7.zip
    angelssmelting_0.5.7.zip
    bobassembly_0.17.6.zip
    bobenemies_0.17.7.zip
    bobequipment_0.17.2.zip
    bobgreenhouse_0.17.1.zip
    bobinserters_0.17.6.zip
    boblibrary_0.17.5.zip
    boblocale_0.17.0.zip
    boblogistics_0.17.13.zip
    bobmining_0.17.5.zip
    bobmodules_0.17.4.zip
    bobores_0.17.5.zip
    bobplates_0.17.10.zip
    bobpower_0.17.10.zip
    bobrevamp_0.17.5.zip
    bobtech_0.17.6.zip
    bobvehicleequipment_0.17.5.zip
    bobwarfare_0.17.10.zip
    FNEI_0.2.5.zip
    Infinizoom_0.1.3.zip
    LightedPolesPlus_1.3.5.zip
    long-reach_0.0.13.zip
    OpteraLib_0.1.7.zip
    pycoalprocessing_1.3.3.zip
    PyCoalTBaA_0.0.55.zip
    pyfusionenergy_1.2.6.zip
    pyindustry_1.2.8.zip
    pypetroleumhandling_1.2.4.zip
    pyrawores_1.5.0.zip
    Squeak Through_1.3.0.zip
    stdlib_1.2.0.zip
    WaterWell_1.0.20.zip
I was actually looking into this one myself seeing as I came across the same issue...when delving into the code I came across something weird:

RECIPE {
type = 'recipe',
name = 'electronic-circuit-initial',
category = 'handcrafting',
enabled = true,
energy_required = 2,
ingredients = {
{type = 'item', name = 'copper-plate', amount = 10},
{type = 'item', name = 'copper-cable', amount = 10},
{type = 'item', name = 'wood', amount = 2}
},
results = {
{type = 'item', name = 'pcb1', amount = 3}
}
}

RECIPE {
type = 'recipe',
name = 'electronic-circuit-initial',
category = 'handcrafting',
enabled = true,
energy_required = 2,
ingredients = {
{type = 'item', name = 'copper-plate', amount = 10},
{type = 'item', name = 'copper-cable', amount = 10},
{type = 'item', name = 'wood', amount = 1}
},
results = {
{type = 'item', name = 'cm-electronic-circuit', amount = 3}
}
}

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 :shock: .
No research no steel :o

Without py hightech it looks fine for now, have not gotten far from the ground tho

Factorio 0.17.58
  • Mod list Without py high tech:

    Todo-List_17.2.1.zip
    alien-biomes-hr-terrain_0.4.1.zip
    boblocale_0.17.0.zip
    pypetroleumhandling_1.2.5.zip
    pyrawores_1.5.1.zip
    pyfusionenergy_1.2.6.zip
    pyindustry_1.2.9.zip
    pycoalprocessing_1.3.4.zip
    angelsinfiniteores_0.8.10.zip
    bobclasses_0.17.6.zip
    boblogistics_0.17.14.zip
    stdlib_1.2.1.zip
    bobequipment_0.17.2.zip
    bobassembly_0.17.6.zip
    bobplates_0.17.10.zip
    bobmining_0.17.5.zip
    bobpower_0.17.10.zip
    bobrevamp_0.17.5.zip
    bobtech_0.17.6.zip
    boblibrary_0.17.5.zip
    bobores_0.17.5.zip
    bobvehicleequipment_0.17.5.zip
    bobwarfare_0.17.10.zip
    clock_0.17.6.zip
    angelspetrochem_0.8.6.zip
    angelsrefining_0.10.13.zip
    PyCoalTBaA_0.0.56.zip
    Honk_3.0.1.zip
    angelssmelting_0.5.7.zip
    bobenemies_0.17.7.zip
    angelsaddons-cab_0.1.3.zip
    angelsaddons-oresilos_0.5.1.zip
    angelsaddons-pressuretanks_0.4.1.zip
    angelsaddons-warehouses_0.4.1.zip
    SpaceMod_0.4.4.zip
    alien-biomes_0.4.15.zip
    bobelectronics_0.17.5.zip
    bobmodules_0.17.4.zip
    angelsbioprocessing_0.6.2.zip
    angelsindustries_0.2.0.zip
    angelsaddons-smeltingtrain_0.2.0.zip
    angelsaddons-petrotrain_0.4.0.zip

update on the rewrite

Posted: Sat Jul 20, 2019 11:04 am
by kingarthur
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

Posted: Sun Jul 21, 2019 2:12 am
by kingarthur
Dadzooks wrote:
Sat Jul 20, 2019 8:46 pm
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.