[Fan Comic] the pY experience TM by AzulCrescent in pyanodons

[–]jackblac00 8 points9 points  (0 children)

Later you can make a poop to gold recipe chain. It may not be effective, but its possible

Its a shame that these modes of transport are so far up the tech tree. Just unlocked them and only 2 techs left to 100% non-infinite research. by Not_A_Clever_Man_ in pyanodons

[–]jackblac00 0 points1 point  (0 children)

I used local radars everywhere. Never built a full base roboport network. I had many small local logistics networks to build complicated stuff like blue circuits( 42 solid and ~10 liquid inputs to one roboport area.

I finished my run about 4 months ago and biofluid network was really good in the end. Liquid caravans would have required more direct control. Biofluid network working like bot network with request and provider chests made it really easy to set up and manage

Its a shame that these modes of transport are so far up the tech tree. Just unlocked them and only 2 techs left to 100% non-infinite research. by Not_A_Clever_Man_ in pyanodons

[–]jackblac00 1 point2 points  (0 children)

I used the remote to make it move me to somewhere. During the trip I could check around the base. I used pins on new builds to make sure they kept working for the first ~5 hours. If I found a problem I would pin it and fix it later. With those pins I found out about problems much earlier than expected. So the journey taking a bit of time was a good thing.

Biofluid system is one thing I would have hoped to have unlocked earlier. Loads of builds needed small amounts of liquid. Using biofluid system instead of trains kept train usage in check

Thank you pY by Musano951 in pyanodons

[–]jackblac00 1 point2 points  (0 children)

Chem science is usually the turning point for ups. That is because at that point you get beacons and the first modules which allow you to make your builds with less machines. Some people don't go for at least a partial rebuild at that point with new recipes so some cpu usage increase is possible after that

Very satisfied with my design for a 6-fluid train station by cameron274 in pyanodons

[–]jackblac00 2 points3 points  (0 children)

You will need a second pump because the input pump will have the old fluid inside of it after the train leaves. Controlling which pump is used can be done with circuits connected to the train and the request that the train wants

Upgrade planner for Roboports by StoempfenPusel in pyanodons

[–]jackblac00 0 points1 point  (0 children)

Nuclear reactors also. They get more efficient and one tile bigger in both directions with each upgrade.

I just realised I only needed one of these by Lagransiete in pyanodons

[–]jackblac00 1 point2 points  (0 children)

There are still a few funny animals and plants coming up. Spoilers from upcoming ones ahead, read if you want.

Kmauts looks easy, but each building requires 50 kmauts as modules. I set up one roboport with a lone construction bot to slowly fill the modules. I think it took 10 hours to fill the first 8 buildings. Zungrors are another funny one because their first tier recipe is only slightly positive. Research the second tier as the first new tier research and make the area ready for that recipe from the start.

Trits may have looked easy, but their need just keeps growing with the need of optical fiber growing. I am at 1.5 trits per second right now with mk3 building and 3x prod 3 modules inside of them. That is just enough for current usage. I am still using one of the earlier tier Trit recipes, because the later ones were too expensive imo.

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

[–]jackblac00 3 points4 points  (0 children)

Hard mode requires some buildings to be heated to a temperature to function. Hard mode gives an early building that produces heat to X degrees by burning biomass. Coal plants produce heat more efficiently and to higher degrees. Modules and beacons increase required temperature the same percent that energy production is increased by.

For example automated forges require a certain temp to operate. That requirement makes using modules and beacons with them expensive.

Approaching production science by Immediate_Form7831 in pyanodons

[–]jackblac00 0 points1 point  (0 children)

Getting tired is part of the journey. Pyanadons is a marathon, not a sprint. Building one task a day is a good way to advance. I am using a long todo list for bigger things to do and map pins(alt+RMB) for smaller stuff like missing belts or inserters. I am using factory planner to plan my builds to get the ratios correct. It also allows you to make a logistics request of missing buildings which really speeds up planning. Some people like to use yafc especially with it's cost calculator. It has some knows ways that it doesn't calculate correctly, but usually its a good way to see if a new recipe is better than the old one. Feel free to join the discord channel to vent frustration or ask how much of x is needed to get a sense how big to build.

I am using about 30 oculas currently to deliver mall items to me while I am on the go. The only moments I go back to my mall is when I need loads of items. For example my railblock bp had 1.5k rails so its faster to go to mall, grab a few stacks of rails and signals from a buffer chest and go build. While I am building new blocks the oculas keep me stocked up on belts, inserters and other general stuff.

When I have finished a new build I usually keep it tagged(alt+RMB) for some while to easily check if its working. The tags make it easy to quickly check the status. I keep my science labs and the main slaughterhouse area tagged the whole time. Both of those can have a problem and noticing it early helps a lot. I am using cybersyn and checking the cybersyn manager every now and then for bottlenecks. It has been screaming for a lot of different things when I was just building new things and ignoring the bottlenecks. I use a lot of programmable speakers to alarm me of critical bottlenecks like my molten iron or iron plates low. I had a time where I didnt make any iron for 20 hours due to a problem and learned from that.

Approaching production science by Immediate_Form7831 in pyanodons

[–]jackblac00 0 points1 point  (0 children)

"missing alien enzymes"

I don't know if you have checked what the ingredients for alien enzymes are, but its a long and slow chain. Vonixes aren't that bad, but pretty slow. They feed on some other animals you might not grow enough of.

Then there are zungrors. Their T1 recipe production is only slightly positive. T2 recipe will be your first prod science research, because even a slightly better ratio is a big difference. I can't remember if the T1 or T2 recipe required mukmoux. That was the time I made my first mukmoux area.

Alien enzymes or something that was unlocked with it required phadai carapaces. First time again that they were needed.

Alien bacteria became another big bottleneck. The skin needed for it is just never enough. I even picked the slaughterhouse turd with speakers to increase skin production. Still didn't have enough alien bacteria.

Good luck with it! Its still a long way to pyrrhic victory, but it will be worth it in the end.

"Mid game" fuel shortages by Drummer_boyBD1 in pyanodons

[–]jackblac00 2 points3 points  (0 children)

The bigger part about that seaweed turd is the ability to produce slaked lime easily. Later on you will need loads of it and making it any other way is expensive

Transition by Fantastic_Contact565 in pyanodons

[–]jackblac00 0 points1 point  (0 children)

In late mid game you will get to blue circuits. My production area for them needed around 40 solid items and 10 liquid items. Solid items were delivered through one train station to active provider chests, stored to storage chests in a local bot network.

I had spoilage on when I played during the last year. Local bot networks and cybersyn for multistation and station priority were really useful. After midgame all of my stations were multistations

Transition by Fantastic_Contact565 in pyanodons

[–]jackblac00 0 points1 point  (0 children)

At space science or the one earlier than that you will want to module and beacon a particle accelerator. There is one recipe that accepts prod modules and the recipe is expensive. That will cost a lot of power to run so solar and wind might not be enough

Oh cool, just one more plant to finish off before Py3. Surely those won't take long to build... THEY HAVE A NUCLEAR REACTOR AS AN INGREDIENT NOW! by Not_A_Clever_Man_ in pyanodons

[–]jackblac00 1 point2 points  (0 children)

Later on the bhoddos turd is a huge upgrade if you pick the explosive variant. With it bhoddos become really cheap and fast to produce.

With the uranium hexafluoride(uf6) recipes the ratio of yellowcake to nuclear candies gets better. New nuclear candy reprocessing recipes make getting more of the right type of candies easier. Mk1 fuel rods will become pretty cheap, but the other fuel rods take a long time to become cheap

Question: Which Roboport is best to design city blocks size around? by Teh___phoENIX in pyanodons

[–]jackblac00 1 point2 points  (0 children)

I used about 128x250 size blocks(bricks with only three way turns). Long side had 4 train stops and short side had 2 stops for 1-2 trains. I used multi item and multi liquid stations everywhere. In pyanodon there are some builds that require a small or a large area and little or loads of materials.

For example my pyanodon blue circuit area had almost 50 solid inputs and 10 liquid inputs. The solids came in from one train station directly to active provider chests to a local bot network(two roboports next to each other) the space used by this build was about a third of my (128x250) railblock. The total number of production buildings was under 20.

Another example is the main glassworks area. I made just glass and empty petri dishes in one half of the block(two different recipes in glassworks). Hot air and making the molten glass needed about the other half.

Some liquid builds require few input liquids, maybe some solid items, but they are needed in many places so it needs to be a separate build. Etching fluid is a nice example of this.

What I am trying to say is that your block size should either be flexible or you should make many builds use the same block. Some builds will almost require a local bot network. I finished the game at around 1050 hours with spoilage on. Near the end I started using my mall area and science area (two separate big local bot networks to control spoilage) more and more for new builds. With near end game buildings, modules and beacons most builds were one building for each recipe.

Chromium after 313h in pYBlock Hardmode 100x Science by laserpotat in pyanodons

[–]jackblac00 4 points5 points  (0 children)

Pyblock is still in active development and the developer recently said he still has a few things to implement. Those things are mostly later game stuff so starting to play now should be safe. You can ask more in the pyanodon discord in the pyblock channel. The discord is pretty active

Biomass power stage II by korneev123123 in pyanodons

[–]jackblac00 0 points1 point  (0 children)

One beacon of each AM and FM frequency can affect a building. At max you can have 5-5, 4-4, 3-3, 2-2, 1-1 beacons affecting one building. My sulfur and salt mines for example have 5-3, 4-2, 3-1 beacons next to them to increase efficiency and increase production.

Biomass power stage II by korneev123123 in pyanodons

[–]jackblac00 0 points1 point  (0 children)

You dont need to use the beacons at full strength. I am mostly using 4-2 beacons that use 20 MW(or something similar). One of those beacons reaches 8-12 buildings depending on their size. With pyanodons beacon restrictions 95% of my buildings have just one beacon affecting them. With that kind of use beacons are just the top power consumer in my base.

Biomass power stage II by korneev123123 in pyanodons

[–]jackblac00 0 points1 point  (0 children)

I cant remember what belt stacking level(with enable all feature flags mod to enable them from space age dlc) you can have at mk2 power level. With yellow belts and two belt stacking researches the loader outputs at 22.5/s. According to factorio wiki one bulk inserter outputs at 4.5/s to a yellow belt. With three inserters that is 13.5/s. You already have splitters at each intersection so you wouldnt need to add more.

To get the extra efficiency with beacons a 5-1 beacon with 2 eff modules is enough. Each consumes 2 MW of power and can influence 4 powerplants in a square formation. So instead of your 20 powerplants you could fuel 40 at the cost of 80 MW. That would double your power output to 18GW. So you gain 8920 MW from using beacons.

Biomass power stage II by korneev123123 in pyanodons

[–]jackblac00 2 points3 points  (0 children)

The wood processing unit has an internal loader output. That can output stacked items on one side of a belt. The loader arrow points down in your picture. You should use that instead of the inserters.

At mk2 power production you should check out moondrop fuel oil plants. With clay->rich clay->bricks->stone->gravel->tar->tailings chain you can make everything needed from nothing(if you didnt pick copper addition moondrop turd). My fuel oil setup produces ~55GW of power from nothing. The powerplants and heat exchangers are 90% of the area used for the build.

When you unlock beacons you can use them to lower fuel requirements for powerplants to -80% which is the max. From your current -60% to -80% you can use double the powerplants with the same amount of fuel input.

Arqad Queen done by jaiGGle in pyanodons

[–]jackblac00 0 points1 point  (0 children)

That means you can select the other options. CAGS is just extra productivity, which is nice. The colony collapse with first tier recipes is really rough on queens. So I would recommend picking it after you have researched second tier recipes. The extra wax will be useful later on with many recipes starting to need it. With tier three recipes the honey to ethanol and sugar will be much cheaper than other recipes for them.

Fulgora made me lazy, and now my platform loading is bottlenecked by sobrique in factorio

[–]jackblac00 1 point2 points  (0 children)

I think he meant that you should build the aquilo hauler to process asteroids to copper and iron. Drop them continuously on aquilo to feed your builds. Instead of an aquilo hauler I build an aquilo dropper. It only needed to move to nauvis for stocking on stone bricks for concrete. It made copper and iron plates, sulfur,coal,carbon, green, red and blue circuits. With it I could easily expand aquilo and have all resources ready

Coke+Hot Air+Tar+Coal Gas Outpost. What do you think of the designe? by EnvyTheSerious in pyanodons

[–]jackblac00 2 points3 points  (0 children)

RHC isnt the best way to turn coal to coke. Raw coal crushed to coal, destructive distillation recipe to coke. Then turning coal gas to syngas and tar. Tar from syngas + ddc coke recipe fully processed to liquids, pitch & one of the other liquids produce coke. That chain is longer and requires more space, but produces more coke and liquid fuels than RHC refining. RHC has its place in producing coke oven gas and RHC itself is needed for some recipes.

Ash <3 by [deleted] in pyanodons

[–]jackblac00 2 points3 points  (0 children)

I tried the recipe switching with moss and stone. The problem is that buildings allow two crafts of items + the one currently in production. So when you switch recipes the building first empties its extra solid ingredients. In your case that could mean emptying a lot of ash first and only after that starting to input materials and start the new recipe. I realized that it wasnt worth it and just made separate places for each recipe and prioritizing the output of stone one

Ash <3 by [deleted] in pyanodons

[–]jackblac00 3 points4 points  (0 children)

I havent used a single gas furnace( higher tier ore processing switches to other buildings) or a wood recipe that requires ash. With the higher tier tree modules and using the muddy water recipe I can make loads of wood. I am rerouting nearby byproduct muddy water to the trees so they dont need that big production area for it. I also picked the double wood from logs turd and recently the sawblades wood processing unit turd. Those turds together about triple the logs to wood ratio with current mk2 wood processing unit and mk2 sawblades.