MK04 Trains
As planned, to match the "4 levels of everything", here the mk04 train working in the game. Just small issues in the graphics we are solving, but nothing major.
2022-03-29 20:49:47 +0000 UTC View Post
As planned, to match the "4 levels of everything", here the mk04 train working in the game. Just small issues in the graphics we are solving, but nothing major.
2022-03-29 20:49:47 +0000 UTC View PostJust in case, everyone of you have access to a secret group on discord where you can see small previews and new things that dont worth a new post here on patreon :D If you want see lil bits of the work being made behind the scenes, check it out :)
2022-03-06 15:40:09 +0000 UTC View Post
A good sink/use of unused isotopes. Planned to power small outposts and distant setups without the need to bring a powerline.
2022-02-14 00:21:17 +0000 UTC View Post
Intermediate between vanilla and the nexelit power station. This power pole will help solve the pole placing with the big buildings in pymods. :)
2022-02-05 16:59:02 +0000 UTC View Post
A creature unlocked late game to produce a very special type of fiber. Made with alien, spider and goat DNA, this aggressive and smart creature only reproduces by cocoons which is also the product we need to synthetize the fiber. This creature is from pyAE and shall be ready in the release.
The animation on preview is too fast and will be more balanced ingame.
2022-01-28 15:48:14 +0000 UTC View Post
A long time requested machine. to barrel and unbarrel fluids. Shall be available in the next update.
2022-01-23 14:02:40 +0000 UTC View Post
Simiks are hot, very very hot. Enough to live happy in lava environment. So, why not use that heat for something? Here you can boil water into steam in good amounts using simiks, even the pressured steam for the turbines if you want. But keep in mind, simiks needs rest and food to keep burning. That can be another clean way to make energy.
2022-01-16 02:00:52 +0000 UTC View Post
Always bugged me a building made to grow trees being smaller than one used to grow potatoes. So...i re-rendered and changed few things to make it now a 13 x 13 mammoth. Plus night effects.
2021-12-05 15:29:11 +0000 UTC View Post
Here the lithium chain. Intermediates that are used/made in other places are hidden. Lithium will be used in average amounts to keep "clean" energy working, as well as fusion, batteries and such. You extract it from geothermal water. So, you may wanna choose between generate "free" energy or use to extract lithium.
2021-11-10 00:48:25 +0000 UTC View Post
A very required structure is finally official in the py suite. Now you can make steam with just electricity (and maybe heat). But dont ever think you will run your base with these, they consume way more than can possible generate.
2021-10-30 00:28:49 +0000 UTC View Post
Expected to be available on blue level. Launch a special satellite to space can be useful to complement your power grid. This big boy can take direct microwave beams from your satellite and convert to electricity on ground, day and night.
2021-10-15 22:50:31 +0000 UTC View Post
as part of the updates, we are changing the way biosamples are made. Since this resource must be more important in pyAL. You now collect them raw from their reserves and it can be used in several ways further in the chain. The old biosamples will still be used in science stuff.
2021-10-13 00:46:54 +0000 UTC View Post
Aside the light glitch and the animation being playing in reverse, thats the new centrifuge for factorio. The py version of it since we will need MK levels of that precious little thing. Several recipes will be moved to this building when you need for example, quick separation of insoluble solids/colloids in suspension (like, milk, blood, deuterium etc) or precious things such enriched uranium etc.
2021-10-10 01:28:04 +0000 UTC View Post
Yes, an old request will be in the new release, now we have our own chemical plant. Several recipes will be redirected to it.
2021-09-14 00:40:55 +0000 UTC View Post
Now its time of brute force. Time to write the tons of recipes and register all the new materials between this mod and others of the suite too. Now the graphics are being concentrated to making icons and tech icons etc to make all that buildings have a purpose.
2021-09-02 00:28:42 +0000 UTC View Post
Thats the chain for the first type of solar panels. (on the right). Unlocked at green level.
2021-08-18 22:47:04 +0000 UTC View Post
The most basic chain for polycrystalline silicon. Good to make your so wanted solar panels.
2021-08-17 01:00:07 +0000 UTC View Post
For those playing with pyAL, you can use the biomass and biomass-products to act just like coal, oil or natural gas in these plasma burners to get heat enough to melt salt or direct use. Its not necessary green, but you can make biomass like...from anything and anywhere. Be sure to do enough, these things are hungry.
2021-08-14 20:40:51 +0000 UTC View Post
As people voted in the forums, we gonna add a tier 2 train. The vanilla ones will be the tier 1 available on red level. They are working and such, but we had a bizarre issue where the liquid wagon doesnt connect with the pumps. We will try to solve that,
2021-08-13 00:13:04 +0000 UTC View Post
This big burner, similar to coal and oil plants can consume any gas-related or burnable gaseous fuel to generate heat to molten salt cycle or direct use. It generates less pollution than oil and coal ones. But also consumes more. Not a big issue since make these gases are kinda easy. With this one we complete the non-renewable alternatives.
We a re getting close to finish the graphics for this mod. But thats only part of the job, we will need to do all the recipes, techs, bal...
2021-08-10 23:40:50 +0000 UTC View Post
This big and dirty burner can consume any oil-related or burnable liquid fuel to generate heat to molten salt cycle or direct use. As usual, generates lots of pollution but saves space and resources.
The animation have an "off" state, different from the coal one which it can stop during the animation, similar of what happens in the FTS reactors because factorio limitations.
Now the renewables are done, we are getting close to finish the non-renewable options. Two more to go :D
2021-08-05 14:31:36 +0000 UTC View Post
Part of the non-renewable part of the mod, this 13x13 big boy will consumes coal and coal-based ingredients (such coke, coal dust etc.) to melt special salts to the steam-salt system, the same system used in renewables, so you can make even a hybrid system if you want.
Its a compact and very dirty way to generate good amounts of molten salts for those which didn't like occupy huge amounts of land area in renewables at the price of very high pollution.
2021-07-28 15:25:15 +0000 UTC View Post
Yes...we are doing an exclusive animal to this pyAE mod to have an organic way to get antimony. Its alien squids and these farms are supposed to be build on shore (if we coding it well xD). Of course some parts will be used in another chains and such to improve integration.
Sorry for the lack of more frequent updates here..THIS BUILDING alone took me more than 2 weeks and im still working over it...since its a shore building, i need to make 4 versions of it (one for each direction...
2021-07-10 14:35:07 +0000 UTC View Post
In my factorio? Well..its part of the experimental ideas we are trying to implement. Factorio have severe limitations in building on water (or shoreline) even more with a generator entity. But we are trying. And i believe Kingarthur got some success in this part.
This building can generate during day and night, not a big generator, and will eat part of your shoreline. Its animated and have night effects.
This kind of shore buildings demands massive work in graphics sinc...
2021-06-27 15:22:20 +0000 UTC View Post
As requested by my partner. Here the Accumulator MK03. which fast charging and discharging. Will come in pyAE :)
2021-06-13 01:03:08 +0000 UTC View Post
Using only one building for step to check for errors. But our newest metal is ready :D
2021-06-08 22:18:49 +0000 UTC View Post
Here all the nuclear reactors (mk01 to mk04). Actually powered off. The main big stars of the nuclear rework. Now kingarthur shall have the toys to play with :D
With that, the graphic part of the nuclear power is done.
So far, the graphics are done for:
- Wind
- Solar
- Nuclear
- Geothermal
- Some alternative/futuristic
At this point, i can say the graphics are 80% complete for this mod. Thank you for the support.
2021-06-03 14:39:59 +0000 UTC View Post
When play to have advantages of this "safe" and very compact/productive way to generate energy instead of that massive and not much efficient renewable machines, get ready to keep your reactor working and take care of its waste. It will worth it :). MK02, 03 and 04 reactors soon.
2021-05-29 23:31:56 +0000 UTC View Post
Oh boy, lets start the nuclear phase. :D Kingarthur is working hard on this stuff and im doing the graphics for the nuclear reactor and its dependencies (yes hahaha). This is the MK01 nuclear reactor. More to come. Thanks for your support.
2021-05-27 14:14:21 +0000 UTC View Post
Now we can mine this precious metal in the upcomming pYAE :D
2021-05-26 15:10:07 +0000 UTC View Post