Re: pY HighTech Discussion
Posted: Wed Sep 12, 2018 3:35 pm
I'm just wondering, as I'm in the early stages of a PY playthough. Is there any benefit in using PY's more complex design to make lvl1 boards over the basic version?
You don't have to hand craft the complex boards.Coffee Daemon wrote: Wed Sep 12, 2018 3:35 pm I'm just wondering, as I'm in the early stages of a PY playthough. Is there any benefit in using PY's more complex design to make lvl1 boards over the basic version?
many building are research locket since u dont need then early on and to reduce confusionBishop89 wrote: Sat Sep 29, 2018 1:38 pm Can something be made about the early game? This is legit confusing what I should do at the start. Could some buildings like: washer, tar processing unit (that thing needs steel - cant make it instantly in early game), reactors, moondrop generators, pulp mills and many more be locked behind research? As I slowly made every single building to see what they do and why they are unlocked instantly (have to be essential duh!), I noticed for science pack 1 I simply need some coal+iron production with literally 2 production buildings (+ things like gas vents/pond). Also, if this mod relies heavily on wood, why I need to research steel processing + coal processing for the botanical nursery (that building should be unlocked since start imo, with logs -> raw processing in Wood Processing Unit). Love the mod tho, but playing at x13 research costs made me just chop 5200 logs by hand. Cheers and keep a good work.
It's an issue with compatibility between py and Angel's. Do u have the compatibility mod? It should fix that issueGladmer wrote: Mon Oct 15, 2018 11:15 am Hi. Pynodon. Can u help me with my little problem? In my assembly there is a recipe for the "basic electronic component" It is made from "carbon" and "tinned copper wire" But I can not make the carbon that is needed for crafting. All options in FNEY is on, but im cant click and check recipe for it. angels+bobs+py. If more information needed than im ready to give it.
nope. dont have it. its somewhere in this post? Can u give me a link pls?kingarthur wrote: Mon Oct 15, 2018 11:18 amIt's an issue with compatibility between py and Angel's. Do u have the compatibility mod? It should fix that issueGladmer wrote: Mon Oct 15, 2018 11:15 am Hi. Pynodon. Can u help me with my little problem? In my assembly there is a recipe for the "basic electronic component" It is made from "carbon" and "tinned copper wire" But I can not make the carbon that is needed for crafting. All options in FNEY is on, but im cant click and check recipe for it. angels+bobs+py. If more information needed than im ready to give it.
Link for the modGladmer wrote: Mon Oct 15, 2018 11:22 am
nope. dont have it. its somewhere in this post? Can u give me a link pls?
Im having this mod already. Just dont know name when u asked. Now im download it and replace old version PyCoalTBaA_0.0.23 with new PyCoalTBaA_0.0.26 and this is dont help. Steel have same problem.kingarthur wrote: Mon Oct 15, 2018 11:28 amLink for the modGladmer wrote: Mon Oct 15, 2018 11:22 am
nope. dont have it. its somewhere in this post? Can u give me a link pls?
https://mods.factorio.com/mod/PyCoalTBaA
Links to compatibility mod pages for bugs and things
viewtopic.php?f=219&t=59268
Or
viewtopic.php?f=190&t=51967
Well that's not good. If u can upload a copy of a save with the carbon issue. A save file is the easiest way for me to check for any mod conflicts, migration issue or other problems and test any changes to make sure the problem gets fixed. I can look into why it's not merged right and get it fixed later todayGladmer wrote: Mon Oct 15, 2018 11:41 am
Im having this mod already. Just dont know name when u asked. Now im download it and replace old version PyCoalTBaA_0.0.23 with new PyCoalTBaA_0.0.26 and this is dont help. Steel have same problem.
Here is save. Hope im doing all right. If u help than im be werry grateful to u. but I warn you, I have a lot of modskingarthur wrote: Mon Oct 15, 2018 11:48 amWell that's not good. If u can upload a copy of a save with the carbon issue. A save file is the easiest way for me to check for any mod conflicts, migration issue or other problems and test any changes to make sure the problem gets fixed. I can look into why it's not merged right and get it fixed later todayGladmer wrote: Mon Oct 15, 2018 11:41 am
Im having this mod already. Just dont know name when u asked. Now im download it and replace old version PyCoalTBaA_0.0.23 with new PyCoalTBaA_0.0.26 and this is dont help. Steel have same problem.
use beacons and speed modulesnagapito wrote: Mon Nov 05, 2018 1:29 am So, here I was planning my fertilizer factory on Helmod...
Just a shy 24.7 per second factory required for another shy 10 circuit 2 per second plus extra components for bots...
Just a red belt. Not much...
and then...
I need 178 Zipir Artificial Reef!!!!
For a couple fertilizer.... And it takes 106 MW to power them!!!
Pyanodon... you really know how to make someone close the game and go to bed!!!!
Really?!
And, if I avoid the fertilizer, I am forced to build hundreds of other buildings instead of dozens...
166 vs 40 fawogae plantations
177 vs 48 Kicalk plantations (and these are so awesome and cheap to build...)
137 vs 46 Moondrop Greenhouse
I am loving your mods and the complexity/realism they bring but, you really need to balance some of the recipes. Specially farming ones!!! The buildings take a lot of space for recipes that take too much time and return too few items forcing us to having to place hundreds of same building.
If to produce a yellow/red belt of an item you require more then dozens of the same building, you should re-think the recipe requirements or at least, provide a better/more efficient (and I mean really more efficient, not going down from 500 to 200 buildings but to 10-20) alternative later after some research...
Speed modules is supposed to be a solution when you want to push your couple dozens per second factory to produce couple thousands per second and not have to build hundreds of buildings. Not when you just want to produce reasonable quantities...immortal_sniper1 wrote: Mon Nov 05, 2018 6:25 amuse beacons and speed modulesnagapito wrote: Mon Nov 05, 2018 1:29 am So, here I was planning my fertilizer factory on Helmod...
Just a shy 24.7 per second factory required for another shy 10 circuit 2 per second plus extra components for bots...
Just a red belt. Not much...
and then...
I need 178 Zipir Artificial Reef!!!!
For a couple fertilizer.... And it takes 106 MW to power them!!!
Pyanodon... you really know how to make someone close the game and go to bed!!!!
Really?!
And, if I avoid the fertilizer, I am forced to build hundreds of other buildings instead of dozens...
166 vs 40 fawogae plantations
177 vs 48 Kicalk plantations (and these are so awesome and cheap to build...)
137 vs 46 Moondrop Greenhouse
I am loving your mods and the complexity/realism they bring but, you really need to balance some of the recipes. Specially farming ones!!! The buildings take a lot of space for recipes that take too much time and return too few items forcing us to having to place hundreds of same building.
If to produce a yellow/red belt of an item you require more then dozens of the same building, you should re-think the recipe requirements or at least, provide a better/more efficient (and I mean really more efficient, not going down from 500 to 200 buildings but to 10-20) alternative later after some research...
organic changes will come in pyalien life mod
and i know zipir is slow as fuck
and zipir free fertilizer is needed to a fast zipir recipe (or greater yeals like 3-4 cycle)
nagapito wrote: Mon Nov 05, 2018 8:56 amSpeed modules is supposed to be a solution when you want to push your couple dozens per second factory to produce couple thousands per second and not have to build hundreds of buildings. Not when you just want to produce reasonable quantities...immortal_sniper1 wrote: Mon Nov 05, 2018 6:25 amuse beacons and speed modulesnagapito wrote: Mon Nov 05, 2018 1:29 am So, here I was planning my fertilizer factory on Helmod...
Just a shy 24.7 per second factory required for another shy 10 circuit 2 per second plus extra components for bots...
Just a red belt. Not much...
and then...
I need 178 Zipir Artificial Reef!!!!
For a couple fertilizer.... And it takes 106 MW to power them!!!
Pyanodon... you really know how to make someone close the game and go to bed!!!!
Really?!
And, if I avoid the fertilizer, I am forced to build hundreds of other buildings instead of dozens...
166 vs 40 fawogae plantations
177 vs 48 Kicalk plantations (and these are so awesome and cheap to build...)
137 vs 46 Moondrop Greenhouse
I am loving your mods and the complexity/realism they bring but, you really need to balance some of the recipes. Specially farming ones!!! The buildings take a lot of space for recipes that take too much time and return too few items forcing us to having to place hundreds of same building.
If to produce a yellow/red belt of an item you require more then dozens of the same building, you should re-think the recipe requirements or at least, provide a better/more efficient (and I mean really more efficient, not going down from 500 to 200 buildings but to 10-20) alternative later after some research...
organic changes will come in pyalien life mod
and i know zipir is slow as fuck
and zipir free fertilizer is needed to a fast zipir recipe (or greater yeals like 3-4 cycle)
Having to deploy hundreds of buildings to produce reasonable quantities of one resource, specially in early/mid-game when there is no access to beacons/speed modules... its a sign of a balance issue!
Worst part is, if even we go with the "realism thing"... we are farming this from huge structures with huge animals... Why the produce resources quantity looks like it was produced by a small rabbit then a huge fish?
I dont mind 60 second type of recipes but then, they should produce 6-10x more resources!
It doesnt feel like you are teching for better/more efficient/powerful technics of producing resources. Its more like teching to obtain slight sub-par normal recipes while using pre-historic technics to tech up!