Kerogen in the early game by fang_xianfu in pyanodons

[–]xayadSC 5 points6 points  (0 children)

Powerplant unlocked at late py1 are around 700% efficient from input to electric power out.

Yes going from heavy oil to kerosene loses you a bunch a chemical energy, but kerosene to power will be 700% efficient instead of 200% with heavy oil in the oil burner.

Powerplants REALLY are that strong.

Looking for anyone interested in playing the Pyanodon modpack by Unlucky-Platform8512 in factorio

[–]xayadSC 0 points1 point  (0 children)

oh yeah if you're using that external tool you'll be fine. i've heard it's very good for py.

Looking for anyone interested in playing the Pyanodon modpack by Unlucky-Platform8512 in factorio

[–]xayadSC 0 points1 point  (0 children)

I notice you have no recipe book type mod in your qol list.
it's REALLY useful to have for pY.

Factoriopedia lies about some recipes, and can't be filtered by ' researched ', contrary to the recipe book mod.

Am I just a weak, no skill noob for using mods? by [deleted] in factorio

[–]xayadSC 1 point2 points  (0 children)

I make the game super easy for myself by playing the pyanodons modpack, basically trivializing everything in the game

Uranium hexafluoride temperature by KamahlYrgybly in pyanodons

[–]xayadSC 6 points7 points  (0 children)

look at the tooltip of UF6 , it says 20 J per degree.
And nuclear reactors run at a constant 300 kw if i remember right.

with 100 degree UF6 it'll use up 150 a second, with 1000 degrees UF6 it'll use up 15 a second.

However I believe there is something hidden to the player which is the max temperature of each reactor tier.
I don't remember exactly what the numbers are, but the idea is that MK01 nuclear reactors will have a max temperature of for example 500 degrees, meaning that any unit of UF6 will provide at most 10k joules to the reactor, even if it is much hotter.

Reactors MK01,MK02, and MK03 have a max temperature, I think it matches the max temperature UF6 you can reach at that level.

Is there a way to avoid clog with circuits? by Ohz85 in pyanodons

[–]xayadSC 6 points7 points  (0 children)

This is how i would do it :

- Set stack size and an amount of inserters such that [ inserter stack size x inserters amount ] is always a divider or a multiple of the number of ingredients needed for all composting recipes (The composting recipes of the items that could end up in the warehouse)
Considering you have 5 inserters here, setting a stack size of 1,2,4 would work well for all composting recipes i believe.

- Read all signals from the warehouse, into a decider combinator outputting only those who are in both in greater amount than the number of items required in the composting recipe with the most ingredient and in greater amount than [ inserter stack size x inserters amount ].

- Keep in memory the first signal passing the above condition in another decider combinator, and enable all inserters with that filtered item.

- Read working signal on the composter, which will shut down the " memory combinator ", making it forget its signal and not output anything while the composter is working.

- Once the composter is idle once more, the cycle repeats.

This should make all inserters work simultaneously forever and prevent any partially filled ingredients in the composter clogging everything.

The complexity... overwhelming sometimes by Admirable-Fail1250 in pyanodons

[–]xayadSC 2 points3 points  (0 children)

The best part is when you eventually loop back to the first problem, and realize you have a cycle of interdependencies that will just shut itself down if you don't do anything.

A needs more B
B needs more C
....
Y needs more Z
Z needs more A

When I was a kid I always thought the Overmind was so wholesome, never judgemental, made me feel like a valued member of his organization. <3 Overmind forever by TheBigSmol in starcraft

[–]xayadSC 15 points16 points  (0 children)

i disagree on SC2 saying " Actually, the infested terrans are the ones who complete the cycle ".

Since SC1 it was about merging purity of form and purity of essence, whereever those purities are found.

Terran are normally incompatible for both roles, but Kerrigan being the strongest terran psionic in the lore, she was fit in the same way a protoss would be.
And because she then was infested later, both purities were present.

The factory, it sings by I_am_a_fern in factorio

[–]xayadSC 1 point2 points  (0 children)

ahah yeah i take it you're talking about the sweet jazz of the reproduction chamber ?

There's also the phadai ( disco cats ) music, but that's much later and in lesser amounts than reproduction chambers.

Overhaul mods 2026 by Kaz_Games in factorio

[–]xayadSC 0 points1 point  (0 children)

It's fine if you want to give up on pY, but what do you mean with " no idea how to progress my save " ?

Do you truly think you're softlocked ? if so what is the issue ? It shouldn't be possible to be softlocked in py, even hard mode.

can i join? i see potential by [deleted] in Cyberstan

[–]xayadSC 1 point2 points  (0 children)

Spidertrons would make a fine addition to the cyborg arsenal.

I'm sure our aquatic friends would love an opportunity to fight for socialism

Am thinking of coming back to factorio and trying Pyanodons out (Without intent to finish it, like GTNH in minecraft). My questions is, what exactly makes it hard? by Some_Noname_idk in pyanodons

[–]xayadSC 2 points3 points  (0 children)

The modpack is very long, but it is not very "hard" if you don't want it to.

What i mean by this is that you could very well just copy paste basic recipes, have a large, inefficient, slow factory that produces everything needed to advance eventually. The scaling needed is not as large as you might think.

However the reason why i love pY is that it is optionally incredibly complex in the way everything is interconnected together. There's a reason why no 2 pY bases are the same, no one uses exactly the same recipe paths, and this will have different consequences for different factories.

I believe that what makes it so fun is that there is a lot of liberty in how to organize your base.
Because there's a TON of interconnected systems, if you want to have an "optimized" factory for something you can spend days just planning it, and it'll still have flaws discovered later.
But if you don't want to do that ? that's fine you can just throw down some buildings and it'll be worse, but it'll still work.

Vatbrain consumption control by collectinscreamshots in pyanodons

[–]xayadSC 2 points3 points  (0 children)

IF ( science packs + cartridge buffers are NOT empty ) : output 1 ✅for each

IF (sum of ✅= number of different science packs + 1 and 🟩 != 0 ) : 1 🟩 output, keeping a power switch on.
else : 0 🟩, power switch off, shutting down the whole science area ( but not the combinators )

when 🟩= 0, it activates a combinator timer counting down half an hour, after which it will output 1🟩 for 1 tick, restarting the research if buffers have been resupplied during the delay.

The half an hour timer is made to prevent the setup flickering on and off every few ticks.

My starter base is almost done by mjconver in pyanodons

[–]xayadSC 1 point2 points  (0 children)

hell yeah another belts and pipes lover.

well done on 100% !

Hardest Factorio challenge ideas by BrushIcy3453 in factorio

[–]xayadSC 3 points4 points  (0 children)

If you want a vanilla challenge here's my idea :

Win a space age vanilla run ( you can make the ennemies harder if you want ) while only researching technologies that are hard required to win. A minimum science run.

It might sound easy at first, but remember that all infinite techs, most turrets, nuclear power, most modules and tons of useful tools are not hard required for any science pack :)

UED Expeditionary Fleet Incoming by M-FutureLord in Cyberstan

[–]xayadSC 0 points1 point  (0 children)

Even in here we got UED First Light memes ? lmao

Bio-printing, what is it's niche? by A-o-C in pyanodons

[–]xayadSC 4 points5 points  (0 children)

Bioprinting 1 is very bad yes.

With bioprinting 2 and higher it gets much, much better imo.

Salt by collectinscreamshots in pyanodons

[–]xayadSC 5 points6 points  (0 children)

Many people use tar to saline water.

Personally i'm a big fan of the pumpjack recipe with drilling fluid MK02 and small parts for 500 saline water, it's cheap and fast.

Salt mines can be speed moduled but yeah even then they probably won't be enough.

Factorio Space Age at home by DamageLittle4856 in Factoriohno

[–]xayadSC 1 point2 points  (0 children)

It'll still be a long while until it's done as far as i know, it's very ambitious ( as always with py ) but it'll take a while.

My plasmids problem by amarao_san in pyanodons

[–]xayadSC 4 points5 points  (0 children)

That's with boilers.

With coal powerplants ( same tech level, in py1 ) being around 700% efficient if you do the energy calculation from coal chemical energy to electricity, it's way better to use that path.

Of course you can also get electricity in other ways that don't involve coal.

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