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Re: pY Alien Life - Discussion

Posted: Tue Jun 04, 2019 11:41 pm
by pyanodon
Today we finished the easy way to get spores for your fungus development. The spore collector just sucks air and filter it for spores. Based on probability and tech, it can give you new fungus species to grow in your culture.

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Re: pY Alien Life - Discussion

Posted: Wed Jun 05, 2019 6:31 pm
by aklesey1
Fungus species - sounds interesting
For now we can extract tholins from air and get many many useful resources
Soil must contains many useful stuff too
I must say there're rich air on this alien planet which must become for whole humanity :)

And what about pipes graphics? All looks as it must look like?

Re: pY Alien Life - Discussion

Posted: Wed Jun 05, 2019 9:31 pm
by immortal_sniper1
prediction: it will be slow and a 12 beacon setup with 100 of there will produce 1/s

Re: pY Alien Life - Discussion

Posted: Wed Jun 05, 2019 9:39 pm
by pyanodon
nothing comes free.

Re: pY Alien Life - Discussion

Posted: Sat Jun 08, 2019 9:28 pm
by pyanodon
Hello!

Due the problem with half people like to play with bitter and other without it. We are splitting this mod in 2. One is the traditional py mod with chains and such where you can turtle. And the other will have the map aliens, where you need to gather a sample of them at first to start your chains, they will act as bitters and can kill you as well you can do the same too with new turrets.

Since code and render a new bitter is like...a massive work, we dont want to make people download them if they will play with bitters off.

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Re: pY Alien Life - Discussion

Posted: Sun Jun 09, 2019 12:57 am
by ZombieMooose
pyanodon wrote:
Sat Jun 08, 2019 9:28 pm
Hello!

Due the problem with half people like to play with bitter and other without it. We are splitting this mod in 2. One is the traditional py mod with chains and such where you can turtle. And the other will have the map aliens, where you need to gather a sample of them at first to start your chains, they will act as bitters and can kill you as well you can do the same too with new turrets.

Since code and render a new bitter is like...a massive work, we dont want to make people download them if they will play with bitters off.

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Awesome idea. And great biter.

Re: pY Alien Life - Discussion

Posted: Sun Jun 09, 2019 1:32 am
by kingarthur
ZombieMooose wrote:
Sun Jun 09, 2019 12:57 am
pyanodon wrote:
Sat Jun 08, 2019 9:28 pm
Hello!

Due the problem with half people like to play with bitter and other without it. We are splitting this mod in 2. One is the traditional py mod with chains and such where you can turtle. And the other will have the map aliens, where you need to gather a sample of them at first to start your chains, they will act as bitters and can kill you as well you can do the same too with new turrets.

Since code and render a new bitter is like...a massive work, we dont want to make people download them if they will play with bitters off.

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Awesome idea. And great biter.
you wont be saying that when a swarm of them walk right over your walls and eat your factory

Re: pY Alien Life - Discussion

Posted: Wed Jun 12, 2019 4:12 pm
by Pridesfall
pyanodon wrote:
Sat Jun 08, 2019 9:28 pm
Hello!

Due the problem with half people like to play with bitter and other without it. We are splitting this mod in 2. One is the traditional py mod with chains and such where you can turtle. And the other will have the map aliens, where you need to gather a sample of them at first to start your chains, they will act as bitters and can kill you as well you can do the same too with new turrets.

Since code and render a new bitter is like...a massive work, we dont want to make people download them if they will play with bitters off.

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I was hoping that was going to be a new mode of transportation Dune style. Looks awesome!

Re: pY Alien Life - Discussion

Posted: Sun Jun 16, 2019 9:06 pm
by pyanodon
more progress. The first alien is almost done. Damn...aliens are HARD.

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Re: pY Alien Life - Discussion

Posted: Mon Jun 17, 2019 9:26 pm
by aklesey1
pyanodon wrote:
Sun Jun 16, 2019 9:06 pm
more progress. The first alien is almost done. Damn...aliens are HARD.

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If all new aliens will live and work good does it mean that we'll need to expand our military stuff on our factories?

Re: pY Alien Life - Discussion

Posted: Mon Jun 17, 2019 9:28 pm
by pyanodon
yes, if you decide to

Re: pY Alien Life - Discussion

Posted: Sun Jun 23, 2019 2:38 pm
by pyanodon
Today we finished the Fast-wood Forestry. Where you can grow and chop trees you planted seedlings before. :) The seedlings comes from botanical nursery now.


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Re: pY Alien Life - Discussion

Posted: Sun Jun 23, 2019 5:08 pm
by aklesey1
Wow its good that u'll introduce seeds and seedlings - another step to realism

Re: pY Alien Life - Discussion

Posted: Sun Jun 23, 2019 5:12 pm
by pyanodon
thanks! i added seedlings because we will have several crops and such in the vegetable part of the mod.

Re: pY Alien Life - Discussion

Posted: Sun Jun 23, 2019 5:21 pm
by aklesey1
Can i ask u about getting and using acids from py suite - could we have some new ways to produce hydrogen chloride or phosporic acid or cyanic acid?
Sometimes i need tons of hydrogen chloride bcuz i need many zinc chloride for example - with PYHT + PYRO :D

Re: pY Alien Life - Discussion

Posted: Thu Jun 27, 2019 11:38 pm
by pyanodon
Today we finished the basic resource in this mod. The sea weed crop. It will be used in several recipes and mainly for research, which is based on agar.

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Re: pY Alien Life - Discussion

Posted: Fri Jun 28, 2019 2:47 am
by zizzleswomp
Really nice! Lots of beautiful effects around the water ripples and sheen.

Re: pY Alien Life - Discussion

Posted: Fri Jun 28, 2019 8:52 am
by pyanodon
thank you. :)

Re: pY Alien Life - Discussion

Posted: Sun Jun 30, 2019 5:43 pm
by pyanodon
red science :D Now 100% without coal.

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Re: pY Alien Life - Discussion

Posted: Sun Jun 30, 2019 6:15 pm
by chrisdec
those buildings look nice,and a other way to get red science