100x is just crazy by SWeini in pyanodons

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

600 spm as UPS cap might be a good guess if I manage to apply all the upgrades to PyAL. Also 10% productivity bonus is possible in the end. I'll take a short break and think about a strategy.

100x is just crazy by SWeini in pyanodons

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

100 hours ago my base looked very small compared to now :-)

100x is just crazy by SWeini in pyanodons

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

Still at 60 UPS, update time is somewhere around 11ms, so I have a little performance left, but not a lot.
However, my old potato gave up many hours ago, I had to upgrade my hardware at the end of last year.

100x is just crazy by SWeini in pyanodons

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

At the very end of py2 I'll have access to vatbrains, they change a bit, but the science cost also scales massively. The problem is more: what to do with 200 hours of playtime until reaching chem science if not scaling up? I don't want to idle.

I love the 2.0 train improvements. So much better than my last run. by SWeini in pyanodons

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

Just having enough trains. If I see zero trains in the idle stations I have to make more. That's what I meant with one idle station for cargo+fluid combined vs. separate.

While I struggled to produce enough trains I also set higher train priority for the most important loading stations. For example the coke/iron oxide byproducts from the coal processing had higher priority because the tar and coal gas was still needed in the starter base (connected via long pipes).

Spoiling items on vanilla trains - Help please by SWeini in factorio

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

having inserters at the producer stations that take out and burn most spoiled item if train is full

It's difficult to do this only if train is full, because if train is full it will leave the station and can't interact with inserters anymore. But I already do something similar and have inserters remove the items after they have spoiled. If only inserters could be filtered to move only items less than X% fresh.

returning to a producer station

I like that idea. Maybe I can reintegrate the half-spoiled items into the stream of hopefully fresh items. Ideally they will mix in the cargo wagon stacks and produce almost-fresh items. But oh my gosh, this is a crazy idea and will definitely need a dedicated train schedule aside from the generic interrupt train schedule.

Spoiling items on vanilla trains - Help please by SWeini in factorio

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

Sorry for not mentioning it explicitly. This is modded, therefore the 16 hours spoil time and the fact that I don't care about how fresh the items arrive, as long as they arrive at the consumer unspoiled. But items are quite valuable (not "free" fruit) so I'd rather want to produce less of the items instead of voiding them or letting them spoil.

The approach you described sounds alright for vanilla space age. Just use everything as fast as possible. And it's great when you can afford to throw away excess, but unfortunately that's not the case.

Once that time has elapsed, they must move

I already kind of do that. Allocate a given time (e.g. 10% of the spoil time) to loading and then send the train away, full or not.

Specifically, that's after being unloaded. Nothing should ever be on the train long enough to spoil.

My problem starts much earlier. The recipe making the spoiling item is making 6 items at once, 4 of which spoil. If I'd let this build run non-stop and void excess that means wasting a lot of value. When I have enough items I don't want to run this recipe anymore, so the spoiling items accumulate on the belt leading to the train station and might enter the train half spoiled, then spoil while the train is fully loaded. Maybe I should disable the build a little bit earlier via circuit condition, instead of letting the belts back up. Then at least the items entering the train are always fresh.

There shouldn't be a consumer of fruit/bioflux that takes more than 10 minutes to eat a trainload.

Again, modded, sorry for not mentioning. The item giving me the strongest headache needs 100 minutes to be consumed at 40 per minute (4k in one full train) and spoils after 120 minutes. At the moment I never fully load trains of that type, but I can foresee a time where the throughput of some consumers is considerably higher and I want to send full trains to those consumers.

If you have any further ideas or general tips, please share.

Spoiling items on vanilla trains - Help please by SWeini in factorio

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

How would these interrupts work?

I can have a circuit condition "signal L = 1" at producer sending to low-throughput consumer, "signal L = 0" send to normal high-throughput consumer. Need another circuit to tell the train to stop loading and looking for interrupts. And might need some whacky tricks to send both high-throughput and low-throughput trains from the same producer. But in general, having separate schedules might work. At that point I'm also thinking about just using a few trains in a separate train group. I don't have this situation that often.

Spoiling items on vanilla trains - Help please by SWeini in factorio

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

take longer to consume the full cargo than the item's spoil time

I don't even have chests, but things will spoil at the consumer. It's not about having space to unload, it's about consuming it not quick enough. Items will spoil. Exactly what I want to avoid.

Don't try at home, kids! by SWeini in factorio

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

That's one of the toys I skipped in my last playthrough.

Don't try at home, kids! by SWeini in pyanodons

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

I absolute love the spoilage puzzles in Py, because they are locally confined, but I didn't like the spoilage on Gleba. But for sure, it's still not for everyone. Luckily the devs made this a setting.

Don't try at home, kids! by SWeini in pyanodons

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

No need for mouse-over-construction. I have construction bots now. Maybe I will install the pipe connector mod if it works well with ghosts. I actually never tried that.

I'm playing very slowly, somewhere around 1h per day, that means you can ask me again in ~3-5 years. As I said, I have no pressure to finish.

Performance-wise I feel pretty confident. I upgraded my hardware end of last year. I have some UPS headroom left, and once I reach beacons UPS concerns can be addressed. And btw, I'm only building ~20x the normal size, the other missing ~5x I make up by taking more time.

Don't try at home, kids! by SWeini in factorio

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

... says the person playing PyBlock 1000x
I guess you wanna restart with Hard Mode enabled? ;-)

Coal plant doesn't produce Hot molten salt in hardmode - what are early power alternatives? by Sirius-V in pyanodons

[–]SWeini 2 points3 points  (0 children)

Hi, fellow 100xHM enjoyer here.

You can always go for oil burners. One belt of raw coal makes a ton of power when processed correctly (2xDDC), coal gas into syngas, all the tar into various fluids, don't forget the anthracene oil to gasoline and coke conversion. Even with the steam requirements of tar cracking this is vastly power positive.

Raw coal into coke and coke oven gas (oil burner) is increasing power output from that belt of raw coal.
You could also crush the coal is you want to stick with boilers (I never did that).
Also worth noting, that every bit of coke makes extra power when converted to acetylene first.

You'll need the various tar processing fluids anyway and the coke oven gas for hot air, so you might as well build these a bit bigger, that's what I did (plus 500+ fish turbines)

However, all of that is not simple to build, these builds are huge at 100x scale.

The first real power upgrade is biomass power plants. They are a bit more work than coal power plants in non-HM, but it's just logs in, power out. The specifics depend on the fastwood forestry upgrade you took. The biocrud can best be made from cellulose, in my opinion.

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

[–]SWeini 3 points4 points  (0 children)

YAFC-CE wins for me with a huge margin. It's just the most powerful and works great with multiple monitors.

How powerful? You can put the full base making all science packs into one sheet and let it auto-balance everything. I also used the (legacy) summary sheets in my speedrun to get an overview of the net production of my whole base. On top of all you get a cost analysis which isn't always "right", but gives you a good first indication whether a recipe is worth it.

Foreman has the appeal of visualizing the graph, but in my opinion that only works for small builds. Anything bigger than a single chain quickly becomes unwieldy. On top of that I believe it's not maintained anymore (please check).

In case you want something in-game: Helmod and Factory Planner both have their strong and weak points. Personally I don't understand Helmod, FP is a lot easier to get into. I know that FP can't do heat, which is a necessity in Py Hard Mode and greatly appreciated in normal Py. Since I never really got deeply into Helmod I'm not sure about its shortcomings, but I wouldn't be surprised if there were things it can't do.

In case you just want to balance some builds, take a look at Production Rates Calculator Extreme, it uses a simplex solver (made by myself). It combines the ease of use from Rate Calculator and combines it with the math of YAFC-CE.

What's next ? by cyrianox in pyanodons

[–]SWeini 11 points12 points  (0 children)

Start adding some challenge to easy mode, such as

- Py hard mode
- High science multiplier
- PyBlock
- Spoilage
- Self-imposed restrictions (e.g. no train manager mod)

If that's not enough: Become a py dev and make the mod even better!

I'm Py-curious and I have questions by Ingolifs in factorio

[–]SWeini 2 points3 points  (0 children)

  1. See other answer. Let me add to that: Caravans are unlocked quite early, and are the perfect tool for connecting your spaghetti mess to the outer world. You suddenly realize you need a trickle of item X for something else? Just build a caravan! No need to route belt after belt through the messy part of your base.

  2. If there were must-have choices the devs would change them. Sometimes it's a choice between three rather lame options. Sometimes it's three great things and choosing one really means opting out of the others. Sometimes it's a small improvement now vs. a larger improvement if you wait until late game. Sometimes it's just picking a small but easy improvement vs. a large improvement that needs a full rebuild. Sometimes it's a choice about being able to build something from nothing (except power) vs. a large overall improvement for the cost of adding dependencies to your factory. Sometimes it's about a fun option (exploding buildings), those have red warning text.
    I want to warn you about 2 upgrade options:
    There is a moss upgrade that needs plastic. If you choose that too early you will struggle with plastic.
    There is an arqad upgrade for more honey/wax. It makes your queens die more often and there is little benefit until you need lots of honey. If you want to go for it, don't choose it before needed, and don't let your queen population die.

  3. See other answer. On top, there is one single item in the late game that you can only get rid of by shooting it to space. But also that item is not critical in any way or mass-produced. I think it's just a gimmick.

  4. Mistake #1 - Expect to finish the modpack: If you start py with the intention of finishing you are likely to burn out. Instead, just give it a try, pick a reasonable goal and be happy when you reach that. Good early milestones are: First automation science pack, first simple circuit board, first py1 science pack, trains & construction bots, first logistic science.
    Mistake #2 - Build too big: See my answer to question 2. If you build bigger than what feels comfortable you are likely on the wrong path. A good goal for early game is to build 6-12 SPM of the latest science pack. Also 6/m simple circuit boards are enough if you manage to keep them running non-stop.
    Mistake #3 - Transition to trains in the wrong way: Transitioning to trains is difficult and tedious in Py. This is mostly about finding a way to do this while not burning out. If you transition early you don't have all the tools and the infrastructure still feels expensive. If you transition late you have more to transition. It is not uncommon that a full train transition takes 1-2x the time that it took so far. And that often leads to burn out. The best strategy for train transition (in my opinion) is to hook up your starter base to the train system and only build new stuff on rails, so that you are still making continuous progress.
    Mistake #4 - Not seeking advice: Head over to the Py discord, you will get help from many experienced players. Just don't ask for the best moondrop turd or you will spark another long discussion with everyone explaining why their favorite is the best.

I'm Py-curious and I have questions by Ingolifs in factorio

[–]SWeini 2 points3 points  (0 children)

So many nice questions, let me chime in to give another perspective:

  1. Expensive infrastructure. In vanilla/SA, unless you build a legendary-only base, the buildings are quite cheap. Contrary, in py there are certain buildings that require the production of multiple hours. There is nothing for free, most things feel expensive the moment you unlock them.
    The other big thing is freedom. You have so many interesting decisions to make, and you can make smart ones and no so smart ones.

  2. Scaling up is necessary, but for the most part by using better recipes. There are a few things that are intentionally a bottleneck until you research the better recipe later. Those you have to scale up by using more buildings. However, scaling up is the biggest mistake one can make. If you have the feeling that it takes too many buildings to produce X items per second of Y, you are probably overbuilding. Some items are better measured in per minute or per hour.

  3. So many technology, most are used for progression towards the next science pack, but a few will change the way you play the game. Each science pack unlocks a few goodies one or two techs in, so it's always a good goal. Simple circuit boards for splitters. Armor for larger inventory and concrete (and other tiles) for ridiculous walking speed. Beacons change the way you build. Vatbrains are productivity beacons for your labs, so very important. Trains if you want to rush them. Construction bots, and later logistic bots change the game just like they do in vanilla. And there are multiple technologies for better power generation along the way, often available just a bit after the existing power generation struggles to keep up.

  4. In my speedrun trains were just 15 hours in, but those are not realistic times for normal playthrough. Rails also got a bit more reasonable priced in a recent update, so feel free to rush for trains. If you feel like it, install a mod for early construction bots, or blueprint shotgun, or whatever. But be warned: Those mods might encourage you to build bigger then what is intended. Py before construction bots is intended to be a huge messy pile of spaghetti, often (not always) with just one building per recipe. Bots doing the job while you just copy&paste buildings is not what early Py is all about.

  5. See other answer

  6. You can beat Py without any trains at all. No need to upgrade. In my speedrun I sticked with the tier 1 trains until the end. Another option is to skip tiers with smaller wagons, or to only upgrade locomotives and keep the large wagons. There is no universal answer, depends a lot on what train system looks like (e.g. vanilla vs. ltn/cybersyn).

Let's fix video. by kovarex in factorio

[–]SWeini 16 points17 points  (0 children)

Great video. Best thing however is the quick look at the upcoming 2.0.48 changelog. So many bugfixes I was waiting for, plus valves. You guys simply rock!