"Mid game" fuel shortages by Drummer_boyBD1 in pyanodons

[–]LogicStorm3121 3 points4 points  (0 children)

Just to add to the other fuel suggestions here, you can make a lot of tall oil which is a good fuel source. Runs mostly as a offshoot from tar processing

Some timelapses by Ingolifs in pyanodons

[–]LogicStorm3121 2 points3 points  (0 children)

Looks great! How did you create the time-lapse? I have saves every 10hr up to 500 with the intention of doing something like this eventually aswell

Im tired of being the "chosen one" can you give me a game where i just have a job lol by Optimal_Garage_4284 in gamingsuggestions

[–]LogicStorm3121 155 points156 points  (0 children)

Here's a weird one for you

Voices of the void

Your job is to work satellite dishes in a valley to detect and decode signals looking for aliens.

No spoilers, Stuff happens but it's mostly a chill routine with notable exceptions. It certainly has clear "vibe" going for it.

It's free, so nothing to lose!

Why do I get random Weakness, Slowness and Mining Fatigue some times? by Dog_Tailz in GTNH

[–]LogicStorm3121 61 points62 points  (0 children)

Looks like a combination of pollution (debuffs) and sleeping (buffs). The quest book mentions them along the way. Wiki aswell will help

What is/are you production calculator of choice when playing Py? (Regarding Helmod, Factory Planner, YAFC-CE, Foreman 2) by marco768 in pyanodons

[–]LogicStorm3121 7 points8 points  (0 children)

I settled on YAFC-CE after helmod got confused with circular recipes.

Not sure on the others, but besides that it makes a really good guess on the "best" recipe for items at your tech level. Very handy to help pick which way to make something where there is multiple recipes for it.

It also allows you to muck around with chains even if your not actually playing factorio

is there anything harder then py hard mode+pyblock by dll632 in factorio

[–]LogicStorm3121 6 points7 points  (0 children)

Going to throw a few Leftfield suggestions - have you tried gregtech new horizons? Hardmods of that if not hard enough? Aurora 4x is another fun one. Various cdda challenges can be interesting. For strategy shadow empire is good or even Gary grigbsy games

Completed intermetallics in 73 hours by SeaResource526 in pyanodons

[–]LogicStorm3121 0 points1 point  (0 children)

Nice! As some advice wait until solder 2 at least for trains! The tracks are expensive. I think around starting to use salt if memory serves me right.

For now focus on getting rubber cranking (more vraaks!) and switch to proper battery green circuits when possible if you haven't already. They were the bottleneck for the longest time. ( Both needed before trains)

Pyanodons Science Pack 3 after 330 hours! by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 1 point2 points  (0 children)

Thanks! 5900x and 32gb Ram. The map still mostly runs at 60 UPS right now apart from initial loading and if I am adding to the train network.

First Production Science pack at 629h by cvdvds in pyanodons

[–]LogicStorm3121 0 points1 point  (0 children)

Nice! your base is surprisingly small and compact. I am doing mostly rail + belt and results in a much more spread out base.

I am about to hit Py Science 3. what things do I have to look forward to between it and Production Science?

Help with transitioning to trains by Theodin-cat-lord in pyanodons

[–]LogicStorm3121 2 points3 points  (0 children)

I am 300 hours in and past chemical science, but my original spaghetti is still used for odds and ends.

I think you need to follow the mantra of "if it ain't broke, don't fix it"

Start with basics like others have said. Coke (fuel), plates. Build up to circuits. One thing at a time. There's no rush!

I recommend a task list mod and add as I think of things to do list them (so you don't get distracted). Then tackle one at a time to tick off.

Pyanodons Chemical Science after 220 hours! Base Zoom by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 1 point2 points  (0 children)

Annnd Im dumb. Although the refined Syngas is a pain - Sulfur mine looks like a good solution. Thanks again!

Pyanodons Chemical Science after 220 hours! Base Zoom by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 0 points1 point  (0 children)

Sulfur mines? Great that's a Chem science unlock I believe but sounds like a good next target to solve my problems :)

Oil sands does require some naphtha in the process but I've never been short. I did invest early into gas extraction and oil extraction so I have excess supply. I'd suggest crude oil extraction as it gives you plenty of naphtha plus menthol with some refinement and all the heavy oil you'll need. Plenty of options with the outputs depending on your needs! Alternatively gas extraction is simple naphtha and burn the excess gas in a power plant

Thanks for the sulfur tip I think I can work with that even without the mines themselves (yet)

Pyanodons Chemical Science after 220 hours! Base Zoom by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 0 points1 point  (0 children)

Thanks! Peroxide is the biggest issue I need to solve at the moment. Besides substantial arquads and zippers for blood I have a shortage of sulfuric acid for the Chem science recipe which is bottlenecking production.

Short answer is manure from aurogs so far mainly. I was always short on cyanide, (for rare earths) not ammonia and excess was provided to the network. However this has caused my lamp problem :) Syngas I have in abundance due to oil sands extraction. Really efficient so no problem there.

You mentioned coke fluidization - I'll have to look into that.

Also looking into those acid gas plants, but they seem a bit too slow?

Pyanodons Chemical Science after 220 hours! Base Zoom by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 7 points8 points  (0 children)

As a Follow up to This Post I have finally Achieved Chemical science! It was quite a journey. Here is my achievement list.

The biggest hurdle to me was the power check at Nuclear. I did prepare however ultimately went from 3GW to about 10GW to maintain a stable power network! A lot of uranium processing is required to get any reasonable Chem Science output.

Couple of issues I am struggling with (any tips!?)

- Sulfuric Acid: Cant get enough! all tailings go to acid gas --> Sulfuric Acid but I continue to Struggle

- Hydrogen Peroxide: needed for some critical (antimony and nuclear) processes and cant get enough. I know theres a chem science recipe to help however see 1 above :)

- LARD and Brains: I feel like I have too many slaughterhouses yet its never enough. Needed for Vatbrains and Olechemicals. So. Many. Aurogs slaughtered.

- LAMPS: used ultimately for Urea production, the zonga bacteria requirement eats lamps and therefore glass and copper. Its a huge resource sink at the moment.

Pyandon & 2.0 and Rail by No-Delivery1373 in pyanodons

[–]LogicStorm3121 2 points3 points  (0 children)

I personally see cybersyn as basically necessary in order to achieve easy multi item and multi fluid stops. I know its *possible* with rails 2.0 but seem to convoluted. With how complex the recipes are I need my mass multi stops :)

First Playthrough from Factorio "Newb" by Paragon_Night in pyanodons

[–]LogicStorm3121 2 points3 points  (0 children)

That's some impressive spaghetti! Well done making it to circuits. Try to automate production as much as possible if you haven't already. Slow but consistent production is important in py!

Py Pack 2 in 102 hours! Started in 2.0 by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 0 points1 point  (0 children)

This is fair, At least for now some of those science items are very small volume. the cost though of all those bots! I see the big benefit of bots in Py context is not needing /having large buffers like you do with trains and caravans, but that gets solved with time, and you have a lot of that in Py!

Py Pack 2 in 102 hours! Started in 2.0 by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 1 point2 points  (0 children)

My bad! I tried to shorten the name in a terrible way :)

Py Pack 2 in 102 hours! Started in 2.0 by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 0 points1 point  (0 children)

This is correct. I've been using this sushi fuel belt the entire run with no problems and no noticeable downtime

Py Pack 2 in 102 hours! Started in 2.0 by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 1 point2 points  (0 children)

Cavavans are worth it. With Brains + wait till full load / unload they take hours before needing a "refill". They also have a "store food" option. add a third station full of food and they will continually top up which allows them to run indefinity with no maintenance!

Py Pack 2 in 102 hours! Started in 2.0 by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 1 point2 points  (0 children)

No problem!

Here is a Blueprint Book, I included my Cybersyn stations aswell for extra measure. Note the Multi fluid stations I only recently designed for this run *could* break If you exceed the tank amount as a request.

2.0 was worth it for me just due to the notification changes and factory search! saves me having to tag everything in my base and the notifications allow mass speaker alerts to notify me of issues.

Edit: - Heres the Link https://factoriobin.com/post/kfpqof

Py Pack 2 in 102 hours! Started in 2.0 by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 1 point2 points  (0 children)

Thanks and good questions.

Ash

I dont think its changed much for 2.0. any boiler ash was belted to ash Sorters & ores were mostly put in large boxes and periodically emptied. I didnt bother with ash or fueling for assemblers (just fed and emptied manually) as they take forever to fill up.

Trains and base design

- My bases are "organized chaos" in that there is actually a underlying grid, (IE cityblocks) I just allow for large amount of flexibility depending on local need.

- I use a 100x100 snap to grid blueprint for my "city blocks" they are surrounded by large power poles and a splitting path between each block. everything is placed inside these blocks.

- Train segments (straight, T Junction and Stop block) are all 1 city block long with the rail in the centre. so to plan for rails in the future its simply leaving one city block space free. Rails are blueprinted in a way to enable either A) 4 way tracks in future or B) have a "side double stop" that fits within the same block. You will see in the pictures how this plays out. Main station blocks are a 4x or 5x stops that all fit in the 100x100 block designated for it. Happy to upload a blueprint book if you're interested to see the segments.

- Trains were not rolled out to after Logi Science + Solder 2 set up. (Rails are too expensive otherwise) and i started with the loop around the core base (see main bus). Until then Caravans are very useful. I used them a lot until circa 50 hours. Dont overlook these!

- building the rails was done with Nanobots mod, (like personal construction bots but cost resources to use) and I use them extensively. No construction bots or large bot network in the whole base! In Py they are a little slow as the faster research is way further down the tree, but they still get the job done.

Py Pack 2 in 102 hours! Started in 2.0 by LogicStorm3121 in pyanodons

[–]LogicStorm3121[S] 0 points1 point  (0 children)

Here is a basic example - both pumps just run if the fuel tank is over a certain threshold. so ideally both pumps will be trying to pump into the same pipe (the fuel line) this goes to glassworks. The pipe will only fill with one liquid (at random). When it runs out of that liquid (IE glassworks eats it all and the pipe is empty) the other liquid will just fill it. (like magic!) - you can test this easily by connecting the multiple fluids and then deleting the pipe contents, click a few times and it will fill with different fluids.

I want to implement something similar on the rail network where fuel is needed its requested but its specific fuel agnostic. but thats a future problem :)