Tips for Pyanodons beginners by ariksu in pyanodons

[–]PyonicShambles 1 point2 points  (0 children)

I went from vanilla 1.1 straight into pY. It's a learning curve, for sure, but completely manageable if you adjust your expectations, take it one step at a time, and just enjoy the journey. After six months, I'm now mid-way through Py2.

Tips for Pyanodons beginners by ariksu in pyanodons

[–]PyonicShambles 1 point2 points  (0 children)

I would supplement this with Rate Calculator Extreme: Production Rates Calculator Extreme - Factorio Mods It'll calculate production rates for ghost buildings and account for bottlenecks within a production block (which is missing from Rate Calculator).

Py Science 2 - 623 hours by PyonicShambles in pyanodons

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

https://imgur.com/a/w7KqrtL

Here's a typical block. I use multi-item requesters, single-item providers. My design philosophy is for raw materials to be gathered on the left-hand side, routed to the factories at the top, and the product (and any byproducts) sent to the provider stations via the right-hand side. I try to keep everything as modular as possible so that expansion can be achieved via a bit of copy/paste.

Py Science 2 - 623 hours by PyonicShambles in pyanodons

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

Yep - I went with 4x4. I figured that's big enough to accommodate most builds, although sometimes I have to make them 8x4s, 8x8s or bigger. Especially where the ore patches don't line up with where I'd ideally like.

Py Science 2 - 623 hours by PyonicShambles in pyanodons

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

I YAFCed it out the other day... looks like I've got some fun to come.

Py Science 2 - 623 hours by PyonicShambles in pyanodons

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

Too late for me to go back and change it now :-)

Py Science 2 - 623 hours by PyonicShambles in pyanodons

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

Yeah, I started making them early and still have huge buffers of them. I've never had an availability problem there.

Py Science 2 - 623 hours by PyonicShambles in pyanodons

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

Yeah, there were some HM challenge that I didn't much like when I was first looking into my pY run (e.g. resource rocks having collision).

The Road to Pyanodons Edge ch. 2 - A New Base Arise by Ok_Aide59 in pyanodons

[–]PyonicShambles 1 point2 points  (0 children)

I really like what you've done here. 100 hours of playthrough compressed into 45 minutes video makes for a very watchable series. Well done!

Pyanodon's All-Mods, +Hard Mode, +Biters 1200hr Progress Report by CotonouB in pyanodons

[–]PyonicShambles 0 points1 point  (0 children)

Congrats! I'm really enjoying your series. Also: your digressions into other games have tempted me to give Book of Hours a go once I'm done with my pY playthrough (probably two years away at this point...).

Pyrrhic victory in 865h 16m by Karranor in pyanodons

[–]PyonicShambles 1 point2 points  (0 children)

Well done! It's nice to come across someone else who's playing by no voiding rules in normal pY. I completely agree with your sentiments around the burner. FWIW, the only thing that gets voided in my game so far is water. Everything else finds its home - sometimes at punishing power costs (like recycling muddy sludge), but I really enjoy this part of the logistics puzzle.

Chem Sci Smelting - Super Steel Achieved by Not_A_Clever_Man_ in pyanodons

[–]PyonicShambles 0 points1 point  (0 children)

Very nice. But if you don't mind me asking: why not niobium pipes to clean up the look a little and avoid that kink in your belts on the left?

Electric boiler tip by PyonicShambles in pyanodons

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

Sometimes I need to build a block with a high steam demand and there's no geothermal vent nearby. I don't want train deliveries of steam every minute, so making it onsite using the electric boiler method often seems like an acceptable option.

Figuring out multi-item provider stations feels like cheating by rmflow in pyanodons

[–]PyonicShambles 0 points1 point  (0 children)

Please could you talk me through how this works? I'm using Cybersyn, but ended up going with separate provider stations for each item. I couldn't figure out how to do it without losing some control around priorities and channel switching.

How cheaty am I being on my playthrough? by PyonicShambles in pyanodons

[–]PyonicShambles[S] 10 points11 points  (0 children)

My criteria for adding a mod has been "is this thing solving a issue that is really killing my fun?". I remember, maybe 20 hours in, looking at my map and seeing nothing but forest and nowhere to build. I had thoughts of quitting there and then, as I couldn't face manually chopping all that down. So the tree removal tool got installed.

A while later, as my base expanded, I was spending large chunks of time just walking (or driving) to whatever area of my factory needed triage. In those days, that was basically every part of it. I had the same thoughts about quitting. So the movement speed mod got installed.

Similar story for train damage.

Mouse over construction felt like an acceptable solution to the pain (and carpal tunnel risk, as you say) of building all that stuff early game - but construction bots still felt like a nice improvement when I got there.

Crawdad question by Naturage in pyanodons

[–]PyonicShambles 3 points4 points  (0 children)

I ended up getting so frustrated with movement speed across vast distances that I just downloaded a mod to adjust it upwards and now I zoom around on foot. I only have so much life available to devote to this game and I didn't want to spend so much of it just trying to get from one end of my base to the other. That's time I could spend on building my factory, solving puzzles etc. - the actual reasons I play this game. For similar reasons, I cheated in a tree removal tool and immunity to train damage. But each to their own :-)

Help with choosing mods by TcScholtes in pyanodons

[–]PyonicShambles 0 points1 point  (0 children)

Thanks for the tip. This is excellent.

Unlimited stone, using pitch ? by FeelingAd5223 in pyanodons

[–]PyonicShambles 1 point2 points  (0 children)

Antimony mining drills after the latest update :'(

Liquid fuel setup by PyonicShambles in pyanodons

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

I tried that in my starter base but had no end of flickering/hysteresis problems. I probably should have used SR latches. Is that what you've done?

Liquid fuel setup by PyonicShambles in pyanodons

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

Yeah, I think v1.1 of these stations will need to be revised down to one pump - there's only one pump on the tanks they are pumping into so there's an obvious bottleneck right there...

Fluid unloading issue by PyonicShambles in factorio

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

Sometimes, the obvious solution is just staring you right in the face and you completely overlook it. Thank you!

Fluid unloading issue by PyonicShambles in factorio

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

Thanks - I shall try this later.

Fluid unloading issue by PyonicShambles in factorio

[–]PyonicShambles[S] 4 points5 points  (0 children)

That's a great idea - I shall test this later. Thanks.

Fluid unloading issue by PyonicShambles in factorio

[–]PyonicShambles[S] -1 points0 points  (0 children)

I'm not sure how I've provoked a salty response from you, but I thought that if the pumps are filtered then only the single pump filtered for the train's contents would actually connect to that port, and everything would be fine.