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Re: pY Alien Life - Discussion

Posted: Tue Apr 06, 2021 8:35 pm
by kingarthur
magals wrote:
Tue Apr 06, 2021 4:21 pm
Where are the updates for buildings that produce plants from research gone?
If your referring to the ones in the turd they was temporarily removed as they didn't work right while I'm fixing it.

Re: pY Alien Life - Discussion

Posted: Wed Apr 07, 2021 4:41 am
by Mella
Is it okey that the caged auogs and caged ulrics have stack size 500?
Another caged animals have stack size 50
And stack size of empty cages is 50

Re: pY Alien Life - Discussion

Posted: Tue Apr 13, 2021 4:04 pm
by pyanodon
Mella wrote:
Wed Apr 07, 2021 4:41 am
Is it okey that the caged auogs and caged ulrics have stack size 500?
Another caged animals have stack size 50
And stack size of empty cages is 50
all to be balanced in the next big release that will break everything.

Re: pY Alien Life - Discussion

Posted: Sun Apr 18, 2021 9:22 am
by mxpal
pyanodon wrote:
Tue Apr 13, 2021 4:04 pm

all to be balanced in the next big release that will break everything.
so you are going to break my base again? great, something new to do :lol:

Re: pY Alien Life - Discussion

Posted: Sun Apr 18, 2021 3:16 pm
by aklesey1
Hi PY team do u planning some solutions to clean pollution somehow?

Re: pY Alien Life - Discussion

Posted: Mon Apr 19, 2021 1:06 pm
by pyanodon
aklesey1 wrote:
Sun Apr 18, 2021 3:16 pm
Hi PY team do u planning some solutions to clean pollution somehow?
Pollution can always be cleared using farms for now.

Re: pY Alien Life - Discussion

Posted: Mon Apr 19, 2021 11:07 pm
by smick
With the upcoming big release, will the space science be adjusted so it can be made in quantity? With latest update my current base no longer makes space science and I was hoping to fix and expand that but if I am not mistaken the current recipe for space science is quite expensive. Mainly dealing with the antelopes and the fact that they don't scale up like most every other process with MK 02-04 buildings and more powerful modules.

Re: pY Alien Life - Discussion

Posted: Wed Apr 21, 2021 9:56 pm
by AndrewSkier
pyanodon wrote:
Tue Apr 13, 2021 4:04 pm
Mella wrote:
Wed Apr 07, 2021 4:41 am
Is it okey that the caged auogs and caged ulrics have stack size 500?
Another caged animals have stack size 50
And stack size of empty cages is 50
all to be balanced in the next big release that will break everything.
oh no. Every big update I "have" to restart my base to as it's easier to clean-up my messy base and now I'm doing so well on my current one and will have to restart again!
Is there a preview of features and breaking changes somewhere? Looking forward to fresh new start.

Re: pY Alien Life - Discussion

Posted: Sat May 22, 2021 6:43 pm
by SwiftVanCity
mxpal wrote:
Wed Mar 17, 2021 2:21 am
bug report: when i remove fastwood forestry, a hidden beacon remains on the ground and i cant destroy it with right click or alt+d. It blocks my building replacement even with shift held down.
I have run into the same issue with Auog Paddocks. Has anyone come across any workarounds?

Re: pY Alien Life - Discussion

Posted: Sat May 22, 2021 7:44 pm
by Zanthra
SwiftVanCity wrote:
Sat May 22, 2021 6:43 pm
mxpal wrote:
Wed Mar 17, 2021 2:21 am
bug report: when i remove fastwood forestry, a hidden beacon remains on the ground and i cant destroy it with right click or alt+d. It blocks my building replacement even with shift held down.
I have run into the same issue with Auog Paddocks. Has anyone come across any workarounds?
User /editor and create this Lua snippet, based on the built in trees to biters example.
local surface = game.player.surface
local entities = surface.find_entities_filtered{area = area, name={"hidden-beacon"}}
for k, beacon in pairs(entities) do
beacon.destroy()
end
Then drag a box around the area you can't build in due to the beacons. Be careful not to cover any existing buildings as if you were to delete a beacon for a building that has an active T.U.R.D. you will not just lose the bonus, but I have no idea what may happen if you went to remove that building at some later date.

Re: pY Alien Life - Discussion

Posted: Sun May 23, 2021 12:11 am
by kingarthur
Zanthra wrote:
Sat May 22, 2021 7:44 pm

Then drag a box around the area you can't build in due to the beacons. Be careful not to cover any existing buildings as if you were to delete a beacon for a building that has an active T.U.R.D. you will not just lose the bonus, but I have no idea what may happen if you went to remove that building at some later date.
assuming i correctly added error handling nothing as itll just skip over a missing beacon. if not yell at me.

Re: pY Alien Life - Discussion

Posted: Sun May 23, 2021 4:05 am
by SwiftVanCity
User /editor and create this Lua snippet, based on the built in trees to biters example.
local surface = game.player.surface
local entities = surface.find_entities_filtered{area = area, name={"hidden-beacon"}}
for k, beacon in pairs(entities) do
beacon.destroy()
end
Then drag a box around the area you can't build in due to the beacons. Be careful not to cover any existing buildings as if you were to delete a beacon for a building that has an active T.U.R.D. you will not just lose the bonus, but I have no idea what may happen if you went to remove that building at some later date.
Thanks!

Re: pY Alien Life - Discussion

Posted: Sat Jul 17, 2021 8:14 pm
by cgrain
It seems that sea sponge cultures does not require an initial sea sponge, as is usual in other farms: https://prnt.sc/1cblory

Notice the absence of any "Number of effect sources" (i.e. no sponges in there) in conjunction with "Working" instead of "Disabled by script".

Not that I really mind of course, but it is inconsistent which is tough for my OCD and as any factorio player knows, it is unplayable after that.

Re: pY Alien Life - Discussion

Posted: Sun Sep 12, 2021 1:33 pm
by aklesey1
I have question about recipe time in neuroprocessor recipe
It tooks only 2 seconds, when it consumes 11 components - i'm playing with full py mods + pyBlock
2 seconds is VERY VERY fast considering that the empty neuromorphic chip 15 seconds already and neuromorphic chip tooks 10 seconds
neuroprocessor is very complex item? how it could be crafted so fast? :D may be it must took 10 seconds?

Re: pY Alien Life - Discussion

Posted: Sun Sep 12, 2021 2:09 pm
by pyanodon
aklesey1 wrote:
Sun Sep 12, 2021 1:33 pm
I have question about recipe time in neuroprocessor recipe
It tooks only 2 seconds, when it consumes 11 components - i'm playing with full py mods + pyBlock
2 seconds is VERY VERY fast considering that the empty neuromorphic chip 15 seconds already and neuromorphic chip tooks 10 seconds
neuroprocessor is very complex item? how it could be crafted so fast? :D may be it must took 10 seconds?
a giant hitech building will just format and install a new OS into the chips. Its fast :D

Re: pY Alien Life - Discussion

Posted: Fri Sep 24, 2021 12:50 am
by fractalman
Mukmoux manure-
I noticed that there is a lack of better mukmoux manure recipes amongst the more advanced mukmoux research options (iirc mukmoux 2, 3, and 4). Is this
1. intentional, and they will never have additional manure recipes
2. something that will be added with a big future update,
3. or something wrong with the combination of mods/settings for the mods I have?

FNEI does not appear to have any hidden versions of these reipes showing anywhere.

The net result appears to be that mukmoux actually winds up overshadowed by auogs etc. once you get further down the research tree.

Colons and diarhea appear to correctly upgrade all manure recipes, however. There just is a relative lack of mukmoux recipes as you advance.

Re: pY Alien Life - Discussion

Posted: Fri Sep 24, 2021 1:04 am
by kingarthur
fractalman wrote:
Fri Sep 24, 2021 12:50 am
Mukmoux manure-
I noticed that there is a lack of better mukmoux manure recipes amongst the more advanced mukmoux research options (iirc mukmoux 2, 3, and 4). Is this
1. intentional, and they will never have additional manure recipes
2. something that will be added with a big future update,
3. or something wrong with the combination of mods/settings for the mods I have?

FNEI does not appear to have any hidden versions of these reipes showing anywhere.

The net result appears to be that mukmoux actually winds up overshadowed by auogs etc. once you get further down the research tree.

Colons and diarhea appear to correctly upgrade all manure recipes, however. There just is a relative lack of mukmoux recipes as you advance.
4. Theres been significant changes and the old recipes will no longer exist so that issue will probably go away.

Re: pY Alien Life - Discussion

Posted: Fri Sep 24, 2021 1:44 am
by fractalman
Ah, so itll be fixed when/if we update?

Thanks!

Re: pY Alien Life - Discussion

Posted: Fri Sep 24, 2021 2:42 pm
by factoriogame1121
pyanodon wrote:
Sun Oct 18, 2020 11:28 pm
Image

We´ve been working a lot here behind the curtains. New features in the next releases. :)
Hello
I didn't seem to notice this yet in the game.
Will this develop?

Re: pY Alien Life - Discussion

Posted: Fri Sep 24, 2021 6:00 pm
by AndrewSkier
when is the next version coming?

I'd be happy to help test. Have quite a bit of PY experience with many playthroughs.