Re: [MOD 0.15.x] pY Coal Processing
Posted: Fri Aug 18, 2017 1:41 pm
No its right. Its scrubber the ground. So the metal rods are to repair de scrubs.husky777 wrote:Sand Extractor makes all their products from metal rod. Bug?
No its right. Its scrubber the ground. So the metal rods are to repair de scrubs.husky777 wrote:Sand Extractor makes all their products from metal rod. Bug?
Woa!!! Oh no it will means that i'll need to use hydrogen chloride somewhere or chlorine or hydrogenpyanodon wrote:More sodium hydroxide recipes probably in future expansions.
What means this picture? Agrarian mod?Arch666Angel wrote:
aklesey1 wrote:Woa!!! Oh no it will means that i'll need to use hydrogen chloride somewhere or chlorine or hydrogenpyanodon wrote:More sodium hydroxide recipes probably in future expansions.
pyanodon but sodium is not metal lol
Hey man thanks for this, this is Huge! You might want to make a seperate thread for this maybe in Angel's forum as well!kingarthur wrote:alright so ive got a patch together for pycoal and angels mods. fixes the biggest issue so far and still is under going balance. shouldn't have any issues working as ive tested it up to science pack 3 as pyanodon had modified those recipes. i just need to spend more time to play with them both as there is a lot to go thru to see how balance needs adjusted. please check it out and give me feedback on it at
viewtopic.php?f=97&t=51967&p=303496#p303496
i did in fact make another thread in the wip board. i put the link at the bottom of that last post and here it is again.qwerter96 wrote:Hey man thanks for this, this is Huge! You might want to make a seperate thread for this maybe in Angel's forum as well!kingarthur wrote:alright so ive got a patch together for pycoal and angels mods. fixes the biggest issue so far and still is under going balance. shouldn't have any issues working as ive tested it up to science pack 3 as pyanodon had modified those recipes. i just need to spend more time to play with them both as there is a lot to go thru to see how balance needs adjusted. please check it out and give me feedback on it at
viewtopic.php?f=97&t=51967&p=303496#p303496
there issues with any recipes please post them on the main thread for the patch at viewtopic.php?f=97&t=51967. that way i can be aware of any specific issues and correct themaklesey1 wrote: There some tiny problem with picture replacement for recipes and ingredients but all good for now
Iskabis wrote:Overall a very fun mod. I enjoy the novel challenge of having to deal with all the extra "waste" products and the lengthy supply chains.
A few random issues in playing the current version of this mod (plus bobs and a few others).
- there is a typo that prevents the crushed lead recipe from appearing (the typo is actually in the crushed quartz recipe)
- there is a typo that prevents the smelting of crushed silver
Also, the only way to generate sodium chloride (needed as part of the supply chain for science pack 3 and white circuit boards, among other things) is as a by-product of splitting tar into ores. And given the very small yield of sodium chloride from saline water, it's impossible to produce science pack 3's in any useful quantity, even with an absurdly large factory dedicated entirely to producing tar. A recipe that goes from regular water to sodium chloride would be welcome so that I'm not forced to burn all of my tar making ores, purely for the tiny amount of sodium chloride I get on the side.
My apologies; you are quite correct.pyanodon wrote:Iskabis wrote:Overall a very fun mod. I enjoy the novel challenge of having to deal with all the extra "waste" products and the lengthy supply chains.
A few random issues in playing the current version of this mod (plus bobs and a few others).
- there is a typo that prevents the crushed lead recipe from appearing (the typo is actually in the crushed quartz recipe)
- there is a typo that prevents the smelting of crushed silver
Also, the only way to generate sodium chloride (needed as part of the supply chain for science pack 3 and white circuit boards, among other things) is as a by-product of splitting tar into ores. And given the very small yield of sodium chloride from saline water, it's impossible to produce science pack 3's in any useful quantity, even with an absurdly large factory dedicated entirely to producing tar. A recipe that goes from regular water to sodium chloride would be welcome so that I'm not forced to burn all of my tar making ores, purely for the tiny amount of sodium chloride I get on the side.
Hummm it seems you´re playing with bobs, right? IF so, you can use a chemical furnace from him to make huge amounts of salt. About the typos, i will fix itTHanks!
Ohhh true... i will fix that in few hoursLezreth wrote:I encountered an error on load when updating to version 0.3.8.
Failed to load mods: Error in assignID, recipe with name 'py-sodium-hydroxide' does not exist.
Source: coal-processing-2 (technology).
I am not using bobs or angels mods.
This bug isnt created by my mod.aklesey1 wrote:pyanodon, Nexela thanks for compatibility with AAI industry in last update
But I have appeared in the next idiotic situation because of the love to a large number a mods and thirsts for realism
AAI industry simulates many realistic situations and in the beginning we have to open the solid-fuel electric generator - it calsl burner turbine generator
Also AAI industry simulating our the crash on the earth and we are begining from stone age- we can take all our belongings from the rescue capsule, but there's no any solid fuel generator for our sand extractor
its sad and some funy
I'll ask Earendel to add burner turbine generator to starting items
One bug with medium pole recipe https://yadi.sk/i/XfOcMgfP3MAarv - double using of 10 creosote