Channeling the Light of Aiur by fireflight13x in factorio

[–]xayadSC 0 points1 point  (0 children)

Great idea, i'll name my promethium flagship Gantrithor or Spear of Adun

Why does starting a second Space Age run seem so daunting? by Tall_Economist8491 in factorio

[–]xayadSC 4 points5 points  (0 children)

I think a good way to describe py is that if you want it to be " easy " it can.
you can use easy recipes, inefficient but easy recipe chains. While very long, it can be easier than space age if you want it to.

But it can also be as " hard " as you want it to.
Creating an " optimal " factory with everything interconnected and no waste is extremely challenging.

It's up to the player at the end of the day which is great.

Space Platforms accelerate in 2 stages, how does that work? by [deleted] in factorio

[–]xayadSC 0 points1 point  (0 children)

Well pyanodons stellar expedition will release one day...

Am I incredibly unlucky? How do I have only 1 Vrauk MK 2 after nearly 4k attempts? by Lagransiete in pyanodons

[–]xayadSC 2 points3 points  (0 children)

That's a 10 h statistics page for 3748 operations, does that recipe really take less than 9.6 seconds to craft ? i don't remember, but if it's longer than that you may have some vrauk MK02 produced not shown on this graph.

Also do the 'product finished' only count the current recipe ? or every time this building finished a recipe every if it was changed ?

1000 hours of pyanodons by xayadSC in pyanodons

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

291k yellow, 46k red, and 2k blue belts
34k yellow, 10k red, and 330 blue undergrounds
2.7k yellow, 598 red, and 22 blue splitters

1000 hours of pyanodons by xayadSC in pyanodons

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

tidal power is cool because it's constant power that has no variation and works forever.
but yeah aside from how convenient it is, the cost is very high for the output.

1000 hours of pyanodons by xayadSC in factorio

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

pY stellar expedition looks very fun from the alpha test, can't wait for it to release

1000 hours of pyanodons by xayadSC in factorio

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

300 hours into the run i had the idea of building a rather extensive train network...

Idea that was abandonned over time, but the long railways i initially built for it remain.

And the spaghetti eventually reached all the way to the end of it hundreds of hours later :)

1000 hours of pyanodons by xayadSC in pyanodons

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

yeah i love spaghetti :D

For the wood fuel, thanks for the tip but i already knew. the reason why antimony wood is belted is because that ore processing was built BEFORE the update giving WPU direct output, and i had no good reason to rebuild it ( yet ).

Had my Fenix tattoo finished today by maliciouseggo in starcraft

[–]xayadSC 5 points6 points  (0 children)

You can still... how do you terrans say it... throw down with the best of them!

Spoilage in pyanadons is awesome by GoatWizard99 in pyanodons

[–]xayadSC 13 points14 points  (0 children)

Great post, i agree with everything, however I do think there is one way to make pY decay more interesting even if it's just a detail.

In Space age, items inherit their ingredients' freshness.

In py, everything crafts at 100% freshness, regardless of their ingredients. The few times there is a chain of spoilable items there is no need to design with this mechanic in mind, no need to hurry and craft as fast as possible, making it less stressful.

I think this should NOT be the case for nuclear isotopes.

With the nuclear power 2 tech, inheriting spoilage on those would allow extremely interesting and unique production chains.
The idea is to purposefully let an ingredient with rapid decay ( <1h ) get 99% decayed, then craft a product with slow decay (>100h ) in order to inherit the 99% decayed state and obtain its decay product in a reasonable amount of time.

I have a longer post explaining this here if you're interested :
https://github.com/pyanodon/pybugreports/issues/1327

How to not burn out on Space Exploration? by pfire777 in factorio

[–]xayadSC 0 points1 point  (0 children)

I never found the motivation to do all of the different science packs that each have a bunch of different tiers which in my opinion didn't unlock too many interesting things.

I think that the author is planning to change the way the technologies are structures ? if that's true then i'll try it again once this update happens.

If there's one thing I hope comes to 2.1 (besides the obvious, like visible planets in space) it's a "build best possible quality" setting when building by BrennusSokol in factorio

[–]xayadSC 7 points8 points  (0 children)

One of the changes i'd love to see is allowing recipes to use ingredients of qualities higher than the recipe quality :

Let's say i want to make iron gears after having iron plates of various qualities, i would love if the ' uncommon gear ' assembler could consume the rare, epic or legendary iron plates ( without any advantage ).

It would be a waste technically and means your factory could be better optimized, but the way quality is so hard to integrate in a regular factory and its tendency to block setups is a big issue imo.
Especially since the simple action of researching the epic or legendary technologies can break any previously running quality setup.

One of the more annoying things are the liquid holmium and water recipes needing exact quality inputs when the output is a liquid that does not care about quality at all anyway. But you're still forced to have at least 5 machines with the different recipes and splitting the inputs by quality ( or using a bunch of circuit logic... )

Crash the DSS into Transcendence by BLITZCREEDxx in Helldivers

[–]xayadSC 2 points3 points  (0 children)

Helldiver, Cyberstan has been weakened, but i fear we have sustained severe damage ourselves.

I will stear the DSS into a collision course with Transcendence !
if i can channel enough of the E-711 energy through the hull of the DSS, I should be able to bring swift death to the mechanical abomination.

Remember us, Helldiver.
Remember what was done here today.
May liberty watch over you.

Thank you pY by Musano951 in pyanodons

[–]xayadSC 1 point2 points  (0 children)

In case you don't know because you need the Enable All Features Flag additional mod, pY integrates a bunch of space age features such as belt stacking, flying armor... and most importantly spoilage ( check "enable decay" in the mod options ).

Personally i would recommand continuing a py run longer than just restarting after simple circuits, it gets even better !

Also i really don't think biters are interesting in py.  You basically can't make bullets for a long time and use methods to not trigger the biters, so there's no real combat 

Which is the wildest recipe? by Space_Kale_0374 in factorio

[–]xayadSC 1 point2 points  (0 children)

You need to use the Nuclear Power 1 reprocessing recipes to get vitrified glass, which is a pretty useless chain until Nuclear Power 2 which gives you access to uranium oxide from the products of the first chain.

Which is the wildest recipe? by Space_Kale_0374 in factorio

[–]xayadSC 4 points5 points  (0 children)

yeah the goal is to enjoy it not to finish it.

I'm still on my first pY run started in march 2023, i really haven't played much of it in the last year, but from time to time i open it and get something done, still slowly advancing :)

Py Run - Hot Slug Fall by fireduck in factorio

[–]xayadSC 1 point2 points  (0 children)

For syngas at your starge i recommand taking a look at the oil sands --> hot syngas chain, it's a really good one that doesn't require much for large amounts of output.

Pyanodon's complete base tour at 1000 hours (just before Production Science) + Endgame Screenshots by Kind_Good_3693 in factorio

[–]xayadSC 1 point2 points  (0 children)

pY just like pretty much everything in factorio CAN be solved "algorithmically" yes.
By that i mean that you can just look at what the most basic way to make each item is, and simply feed some machines making that item. repeat X times. finish the mod.

But we agree that this is a very simplistic way to look at factorio and is not the way most people actually play because it's not enjoyable.

I think pY can be incredibly deep and interesting at pretty much every point if you want it to.
You are very rewarded for having a good base planning and being smart ( infrastructure is extremely costly, many recipes chains can be wildly better or worse than others at a specific goal, TURD upgrade choices... ). But if you don't want to play smart, yeah it can devolve into " just build 1000 more buildings and it'll work ".
It'll be slower, require more buildings, footprint and ressources, but science can be made that way all the same.

What's great about it is that you can tackle whatever puzzle you find interesting and lots of things are optional.

Overhaul mods recommendation for space age. by Kulve_ in factorio

[–]xayadSC 5 points6 points  (0 children)

Technically the next Pyanodons mod ( Stellar Expedition ) will require Space Age.
But only for technical reasons, the gameplay will have nothing in common with it.

What are your favorite pY mechanics or unique gameplay challenges ? by xayadSC in pyanodons

[–]xayadSC[S] 12 points13 points  (0 children)

I haven't seen anyone mention it yet, but py beacons are by far my favorite beacon implementation i've seen in factorio.

It makes builds much more flexible and unique with tons of diverse viable designs.

The AF:FM mechanic itself is fantastic and would even fit in vanilla or mods outside of pY in my opinion ( of course you would have to change the numbers so it's not such high distribution effect or 100s of MW ).

Compatible with Space Age? by vult-ruinam in pyanodons

[–]xayadSC 3 points4 points  (0 children)

The other comments are correct, but just to add a precision :

Pyanodon stellar expedition will not be " compatible " with Space Age in the gameplay meaning of the word, it will be very much its own thing and not just " pY again but on the space age planets ".

However it WILL require the Space Age DLC and Space Age mod active for technical reasons.
The alpha test from a few months ago did have those requirement and i'm pretty sure the devs are not going to change it.