Rare Earth Ore
Now, on map! Since we will be using a lot of it, it was needed to add them as ore patches among the Bolide one. Here the ore and the special mine to mining it.
2021-05-24 15:46:16 +0000 UTC View Post
Now, on map! Since we will be using a lot of it, it was needed to add them as ore patches among the Bolide one. Here the ore and the special mine to mining it.
2021-05-24 15:46:16 +0000 UTC View Post
One of the fixed resources in the map where you can extract hot geothermal water for several uses. The most common is to generate energy into a heat exchanger for steam for the turbines.
2021-05-22 23:46:10 +0000 UTC View Post
An internal joke between me and Kingarthur about how the graphics in hi-tech and the advanced futuristic structures are being made with StarCraft's protoss inspiration. So we come with the "pylon" joke haahah. Well..now you must construct more pylons, in this case, nexelit crystals in substations...
2021-05-07 23:59:18 +0000 UTC View Post
I decided to light them up at night. :) Will be added in the next big release
2021-05-04 15:34:28 +0000 UTC View Post
A solar concentrator cant work without their stirling engines heating up all that fluid.
2021-05-01 22:22:47 +0000 UTC View Post
Solar dish Stirling processing unit similar to the LRF one, but for the Solar dishes that uses the Stirling tech to heat up a fluid. You must connect your solar arrays to this main building to it process the heat into something useful. Its planned to be a blue level of tech, maybe production leve...
2021-04-29 12:38:08 +0000 UTC View Post
Here's the 4 stages of turbines. Lost of the buildings in this mod will generate some heat fluid. No matter if you want to go by burning stuff, renewables or nuclear/fusion..in the end all of them probably will provide some kind of heat and you can use it to make steam for these turbines for ener...
2021-04-27 15:38:00 +0000 UTC View Post
Another exclusive energy building from pyHT, unlocked in pyAE. A way to grab energy direct from the atmosphere by redirect the lightnings into the building. The energy pulses will be quickly stored in advanced batteries to be released in your powergrid slower...Not a good thing to keep your base ...
2021-04-26 11:02:51 +0000 UTC View Post
"It’s based on the concept of using heat to generate energy but an inverse version of the solar panel. While the solar panel uses the heat difference between the sun and Earth with the Earth being the cooler side – their system makes use of the heat difference between the &n...
2021-04-23 14:23:09 +0000 UTC View Post
A floating platform, a mix of technology and biology that can holds mk01 to mk03 "bots" thats actually show the current ones hold by it. The mk01 will wait command over the main area. The mk02 will hide inside like a good swarm of insects. And the cute mk03 will be hanging on the edges sleeping, ...
2021-04-14 00:51:04 +0000 UTC View Post
MK01 to Mk03 organic versions of the bots for pyAL, following a good idea that poped out in the discord server. Now Kingarthur is fighting to make it work since, factorio limitation, bots cant have animations. They will be smaller in game due also the limitations. I did some break from pyAE to mo...
2021-04-09 14:16:45 +0000 UTC View PostWe are tired of people complain about putting fish on them. So, in the next pyCP release, we will add this new labs over the vanilla ones with no module slots.
2021-03-26 11:38:42 +0000 UTC View Post
In the end, everything will be used to make steam... burning stuff, nuclear, fusion, solar...so, we will need some turbines to generate energy. Thats the MK03 version (its using combustion mixture to test, but in the end will be steam). More versions with time. Im jumping from part to part into t...
2021-03-21 23:25:49 +0000 UTC View Post
Its working! Graphically :D We managed to make the heliostats always rotate towards the central building. The area to be max covered still to be decided, probably 3X3 chunks per building.
2021-03-09 13:44:16 +0000 UTC View PostOnce you invest into solar, you may unlock this massive structure which is a solar tower. Plus, you will need to plop around it tons of heliostats to reflect sun into the top part of the tower to improve efficiency. Its a massive project, will need tons of materials and it will occupy a massive a...
2021-03-04 13:32:19 +0000 UTC View Post
Here the MK01 to MK04 solar panels. Its photovoltaic, so you must build the precious silicon chain to make the cells for those. Each level will provide more power, but also will require more pure silicon and precise dopping to improve efficiency.
2021-02-28 16:44:50 +0000 UTC View Post
Here the mk03 solar panel. A thing of this size will track the sun too :)
2021-02-24 13:30:13 +0000 UTC View Post
""Probably"" on blue level, you will be able to invest hard into thermossolar technologies enough to unlock the LFR power plant. Its a 2 modular building, one power plant and the solar fields plus several small add ons (like cooling towers and turbines etc) to make your power plant in some level ...
2021-02-23 11:46:21 +0000 UTC View Post
Whats better than have your wind turbine on ground? have it in the sky. Good altitudes have more wind and in a more constant way. So, you may want to invest in the aerial wind turbines. They need a ground base to go from time to time to inject in your power grid the sweet free power from the wind...
2021-02-12 00:50:38 +0000 UTC View Post
pYAE wont need pyAL or pyHT mod. But if you play with one or both of them, you will be able to use special buildings, such as that cute lil "fish" turbine when playing with pyAL for example. Similar to the High-tech pumpjacks in pyHT.
2021-02-04 14:46:31 +0000 UTC View PostHere the 4 levels of vawts and hawts. 4 more to go before go to solar. :)
2021-01-30 21:54:52 +0000 UTC View Post
One of the branches of this mod is the wind power. We will have mk levels of each basic type of wind generation. From HAWT to aerial units. For now they are set and forget, but we will try to put in the code a way to random the wind generation to provide a more unstable power input (just like thi...
2021-01-13 23:41:39 +0000 UTC View Post
We declared pyAL "finished", that means only bug fixes and small balances shall be done in the mod. Of course, we have lots of new mechanics to still add in pyAL, but we need to move one to "breath" for a bit.
To do that, we picked up a planned mod that is aimed to be """small"""...
2020-12-29 00:31:37 +0000 UTC View Post
Due the constant grow of metal and non-metal alloys we ended up with several recipes scattered in different machines. And with plans to more alloys be added in the future mods. We decided to add a machine just to mix and dose metals, the smelter. Soon it will be added in the pyRO mod and will hav...
2020-12-06 00:40:30 +0000 UTC View Post
A brand new creature is about to be added. The Simiks are the first exotic alien creature (this name because they arent from the Nauvis system, even less from Nauvis planet. Your data array just captured this data sequence and you decided to bring it to life there. Adapted, of course. They arent ...
2020-11-12 00:12:34 +0000 UTC View Post
Well.. caravans in general are getting a remake (in the coding!) because it have some bugs and such and kingarthur decided to start it from scratch to make it better and less buggy. But the nukavan was just using the same skin of the caravan. Not good in my standards, so i made that new sprite fo...
2020-11-07 00:28:25 +0000 UTC View Post
pyHT is about to get its own hi-tech and very efficient train set. These floating train will be able to travel over water at high speed and good efficiency. The power of nexelit now on the vehicles. It will requires a nexelit battery, but that not important. xD
2020-10-25 01:19:17 +0000 UTC View PostWell..the new oil thing was complex...so we decided to make remake it simpler. Some people was asking why we are doing that. Because resource generation changed a lot and the amount of resources provided by a full py suite is kinda big for the system manage well.
So the new oil system...
2020-10-17 20:26:58 +0000 UTC View Post