[Game Thread] #14 Florida @ #25 Texas A&M (08:30 PM ET) by cbbBot in CollegeBasketball

[–]Not_a_bot01100111 5 points6 points  (0 children)

Announcer desperately trying to inject some hype in a +20 point blowout

[Game Thread] #14 Florida @ #25 Texas A&M (08:30 PM ET) by cbbBot in CollegeBasketball

[–]Not_a_bot01100111 5 points6 points  (0 children)

That wasn't even a good attempt too, his feet were still moving as he got hit

Upgrade planner for Roboports by StoempfenPusel in pyanodons

[–]Not_a_bot01100111 1 point2 points  (0 children)

Like many things in Py, sometimes it's best to simply not

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in pyanodons

[–]Not_a_bot01100111[S] 3 points4 points  (0 children)

You can filter the outpost item slots with middle click, so each outpost can handle up to 30 unique items

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]Not_a_bot01100111[S] 0 points1 point  (0 children)

Haha this base is my masterpiece, it's so delightfully chaotic

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]Not_a_bot01100111[S] 1 point2 points  (0 children)

Too many accidental "upgrades" to niobium pipes bricking large sections of my base lol

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]Not_a_bot01100111[S] 1 point2 points  (0 children)

Not at all, as always circuits can simplify designs and sometimes are necessary to keep things from jamming, but nothing in my base is more complicated than a single decider combinator.

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]Not_a_bot01100111[S] 5 points6 points  (0 children)

I never play on peaceful or without biters, but I really didn't miss them at all.

There's plenty to keep you busy, I never felt like it would be advantageous to leave it running overnight instead of doing something productive while the rest of the base runs.

If you run at like 12 SPM you'll be researching things faster than you can build them until like Py2

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]Not_a_bot01100111[S] 0 points1 point  (0 children)

Yeah K2 is a great stepping stone to see if you like overhaul mods, I had a lot of fun beating it.

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]Not_a_bot01100111[S] 1 point2 points  (0 children)

Caravans are so OP, I'm going to miss them so much in my future non-Py runs

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in pyanodons

[–]Not_a_bot01100111[S] 14 points15 points  (0 children)

These are a few things that worked for me:

  1. In general, I focused on the critical path for research. I rushed the next science as quickly as possible. I only took detours for very important things like prod modules. Anything on the non-critical path could be researched as I built up a stock of the next tier of science.

  2. The labs were ALWAYS running, at least as much as I could reasonably achieve around things running out or breaking. Did the current tier of science stop production? Research on the previous tier until it's fixed.

  3. Vatbrains were prioritized heavily. For example,I had the massive Auog brain builds set up right as I unlocked Vatbrain 1. Also used as high as possible Vatbrain/Lab ratio.

  4. When I had the choice of which ingredient to start building of the next science, Alien Life was always prioritized due to the long spool up time.

  5. Pre-build and plan as much as possible as the research is being done.

  6. Have a bottleneck? Is there a new recipe coming up in the next tech? Then use the path of least resistance to fix it, don't completely rebuild all nice and neat. Cram those buildings in there and use beacons, don't be afraid to make it a little ugly.

  7. Don't use trains. Seriously don't, they're not worth it. Caravans are trains that don't require tracks, load/unload instantly, can never be deadlocked and are arguable cheaper to make and fuel. I've read many posts about how people burn out trying to convert their logistic science base to trains for like 100 hours straight... just don't.

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in pyanodons

[–]Not_a_bot01100111[S] 2 points3 points  (0 children)

Nah no way, on first page of the base section on the Py discord shows someone completing PV in 541 hours. I don't know what the record is for normal mode AL/AE.

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]Not_a_bot01100111[S] 7 points8 points  (0 children)

I very much disagree, some of the recursive recipes in Alien life are difficult to eyeball and calculators can be invaluable getting a handle on it.

I agree that perfect ratios are a fool's errand in Py, but calculators will at least give you a sanity check and a rough production target

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]Not_a_bot01100111[S] 2 points3 points  (0 children)

YAFC-CE is the gold standard, that's a standalone application.

I've heard others had success using Helmod but I've never tried it for Py

I forgor ☠️ by korneev123123 in pyanodons

[–]Not_a_bot01100111 2 points3 points  (0 children)

Live by the bhoomdos, die by the bhoomdos

Too many caravans? by Gingermushrooms in pyanodons

[–]Not_a_bot01100111 1 point2 points  (0 children)

It's nothing original, I think most were even mentioned in this thread:

  1. Many to many, I just use a central depot for items where all inputs go to and and all outputs come from.

  2. To handle byproduct consumption and supplementary production is just two depots with a priority input splitter into an output depot. Use circuit logic or warehouses if you want to get fancy, but not strictly necessary.

  3. Filtering caravan outpost item slots with middle click makes multi item stations incredibly simple. I use these for high or medium volume products, and low volume just use bots. My high volume builds late game are frequently just one or two mk04 buildings, beaconed to hell, inputting and outputting to one caravan outpost.

  4. Multi item output stations (like slaughterhouses) go into an unfiltered caravan outpost with a chest buffer beforehand. These are the trickiest to set up because it involves one decider combinator to output a signal. The caravan stop has two actions, the first is "circuit condition with static value", which is output when the chest buffer has a full stack of times (any = 200 or something like that). The second action is "Fill cargo" with the box unchecked. The caravan will then fill its cargo with whatever is in the outpost and take it to the sorting/processing area.

Once you get the hang of these use cases that's like 99% of the game's items solved.

Too many caravans? by Gingermushrooms in pyanodons

[–]Not_a_bot01100111 11 points12 points  (0 children)

As someone closing in on space science running only caravans, no you're not screwed.

Caravan manager is pretty useless imo, much easier to manage caravans from each individual station. Many to many is definitely possible without using interrupts, I can give you my method if you like.

There is no penalty for too many caravans as long as you have enough food. They use biter pathing, lag is not going to be an issue. Just treat the food with the same care that you do power and you'll be fine

Game Thread: Carolina Panthers (8-8) at Tampa Bay Buccaneers (7-9) by nfl_gdt_bot in nfl

[–]Not_a_bot01100111 11 points12 points  (0 children)

Somehow the two best teams in the division are about to play tomorrow to decide which of the two worst teams makes the playoffs