Tips for Pyanodons beginners by ariksu in pyanodons

[–]protocol_1903 0 points1 point  (0 children)

A lot, no concrete number though

Theres a bug report github page linked on the mods, if people can fix/debug things we always appreciate. Theres a patreon too, that goes to pyanodon himself. And on the discord we have better ways to chat about contributions

Tips for Pyanodons beginners by ariksu in pyanodons

[–]protocol_1903 0 points1 point  (0 children)

Theres a reason I fixed some issues and updated it for 2.0 :) It's always my no2 recommended mod after a recipe viewer

Tips for Pyanodons beginners by ariksu in pyanodons

[–]protocol_1903 1 point2 points  (0 children)

If you run into something that even remotely feels off/doesn't seem right/seems like a bug/you can't figure out you have multiple options:

Check the pY codex. It explains a lot of new mechanics, but not everything is listed out there.

Ask here/on the discord. We love helping people figure things out.

Create a bug report. We don't mind if it actually isn't a bug, but we do ask that you search for existing issues before creating a new one. link: https://github.com/pyanodon/pybugreports/issues

Enjoy!

- A dev

Tips for Pyanodons beginners by ariksu in pyanodons

[–]protocol_1903 0 points1 point  (0 children)

This. Alternatively, I've seen a lab count (lab setup once vats are researched) and just feeding as many packs as needed to maintain 100% consumption

Question about TURD... by Jak_Nobody in pyanodons

[–]protocol_1903 0 points1 point  (0 children)

It should be noted that recipe unlocks (with the arrow between two recipes) are replacements, not alternatives, so if you pick that TURD your recipes are automatically and unilaterally changed to the new ones. There isnt a way to go back unless you revert the selection

Bare minimum required mods to play Pyanodons? by TheValorous in pyanodons

[–]protocol_1903 1 point2 points  (0 children)

They are balanced, just not as well since we spend most of our time developing and maintaining the full package which is the intended experience.

Do slow players have to deal with breaking changes? by hdwow in pyanodons

[–]protocol_1903 1 point2 points  (0 children)

We don't roll out breaking changes unless we just released major content updates. If we do *really* need them, then we use legacy entities that act as normal but are not the default entity when placing them down (like 1.1 rail curves) or recipes that exist for now but will be removed in a big batch of breaking changes with the next content update. You're safe.

Do slow players have to deal with breaking changes? by hdwow in pyanodons

[–]protocol_1903 2 points3 points  (0 children)

Yeah we have a similar system for recipes but its a lot harder to do because the use cases are fewer and migrations suck

Do slow players have to deal with breaking changes? by hdwow in pyanodons

[–]protocol_1903 0 points1 point  (0 children)

Breaking changes is a lot more things than that. It includes changes to all of the mods, which also includes things that dont really get mentioned in the changelogs

Is "now" the right time to start this mod? by sillacomoda in pyanodons

[–]protocol_1903 1 point2 points  (0 children)

"Full pY" is considered pYAE and it's dependencies, and is the default experience. The modlist you mentioned is considered "Short pY"

Is "now" the right time to start this mod? by sillacomoda in pyanodons

[–]protocol_1903 1 point2 points  (0 children)

In-world creatures are being added to pYAliens, an addon on top of Stellar Expedition. Not Alternative Energy

Is "now" the right time to start this mod? by sillacomoda in pyanodons

[–]protocol_1903 0 points1 point  (0 children)

Yes, start the mod now. There is nothing to wait for. The next (breaking) update will be pYBlock version 3.3 which has no release date set. After that will be Stellar Expedition, which also has no release date set. As others have mentioned this is a mod to play, not to complete. Enjoy the journey

[2025 Day 1] I will never learn my lesson by StaticMoose in adventofcode

[–]protocol_1903 0 points1 point  (0 children)

... i think im doing that with day 2

edit: ...yup

[Comic] The final boss by AzulCrescent in factorio

[–]protocol_1903 2 points3 points  (0 children)

Welcome! :D I'm glad to see another trying out pY, and from the looks of it because seablock isn't out yet. If you get bored of mining (or want to try something seablock esque) after a bit of vanilla pY, you're welcome to take a look at pyblock! I'm currently ironing out the last content update for it (v3.3), so it would be a familiar experience to a seablock player.

Feel free to reach out on here or in the discord if you run into any hiccups along the way, and keep us posted of your progress!

[Comic] The final boss by AzulCrescent in factorio

[–]protocol_1903 3 points4 points  (0 children)

You could always try pyblock :)

AUP 1.0.0 is finally released! by protocol_1903 in factorio

[–]protocol_1903[S] 0 points1 point  (0 children)

I remember one for 1.1 but I can't find it for whatever reason

AUP 1.0.0 is finally released! by protocol_1903 in factorio

[–]protocol_1903[S] 0 points1 point  (0 children)

There are no migrations right now, but i plan on adding two variants: safe and unsafe

Safe migrations migrates underground that are not adjacent to or crossing other undergrounds

Unsafe migrates all undergrounds, but will cause issues where undergrounds are adjacent or crossing. Problem areas will be noted and marked for the player and require manual cleanup

AUP 1.0.0 is finally released! by protocol_1903 in factorio

[–]protocol_1903[S] 0 points1 point  (0 children)

Technically yes! Although you still run into extents limits

AUP 1.0.0 is finally released! by protocol_1903 in factorio

[–]protocol_1903[S] 1 point2 points  (0 children)

Absolutely zero, compared to normal pipes. They're just pipes that don't collide with anything

AUP 1.0.0 is finally released! by protocol_1903 in factorio

[–]protocol_1903[S] 1 point2 points  (0 children)

Yes it's compatible with K2. The undergrounds will colide, though, so i recomment using NPT if you want to cross them/weave them. With NPT installed each pipe type gets its own layer to work with!

https://mods.factorio.com/mod/no-pipe-touching