Point of view context: I've played through automating circuits 2, just before pyPH was released. I've no idea what "tholins" are, maybe they would have changed things.
The power generation options are far and away the best part of the mods. Most everything else feels like it's being a pain in the ...
Search found 30 matches
- Fri Sep 20, 2019 7:38 pm
- Forum: PyMods
- Topic: Re: Pymods Feedback
- Replies: 16
- Views: 6676
- Fri Sep 20, 2019 4:51 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 328932
Re: [0.17+] Space Exploration WIP
Lurve,
Thanks for your response! We tried 'growing' wood and fish using the growth facility, and then converting them to biosludge, but it appeared to be a 1:1 input:output situation, where there was no actual positive benefit.
We're also playing with -really- hard biters, and our bases are ...
- Thu Sep 19, 2019 3:34 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 328932
Re: [0.17+] Space Exploration WIP
This is an absolutely fantastic mod. Love every bit of it.
One minor suggestion: would it be possible to scale rocket part losses to the same factors fuel use is based off? I'd like to be able to set up a rocket trading network between specialized space bases, but the sizable rocket part loss ...
One minor suggestion: would it be possible to scale rocket part losses to the same factors fuel use is based off? I'd like to be able to set up a rocket trading network between specialized space bases, but the sizable rocket part loss ...
- Wed May 01, 2019 11:30 am
- Forum: PyMods
- Topic: What should we do next?
- Replies: 29
- Views: 10502
Re: What should we do next?
Which of the options will add the most alternate production pathways? Right now what I feel is missing isn't so much more content as more choices. For all the new stuff in pymods, once you start planning out "A needs B, B needs C, C needs D..." it's pretty linear. A critter that crapped out aramid ...
- Mon Apr 08, 2019 3:18 pm
- Forum: PyMods
- Topic: Overlapping ores. One cannot be mined
- Replies: 3
- Views: 2261
Re: Overlapping ores. One cannot be mined
Easiest solution is to get what you can and ignore the rest. There are other patches.
Less easy solution: when a miner starts a drill cycle, it chooses an ore tile at random from its area and produces that. If you have a patch of A with a little B, the miner will drill A until it rolls a B tile and ...
Less easy solution: when a miner starts a drill cycle, it chooses an ore tile at random from its area and produces that. If you have a patch of A with a little B, the miner will drill A until it rolls a B tile and ...
- Mon Apr 01, 2019 6:56 pm
- Forum: PyMods
- Topic: PyRO Chains Analysis
- Replies: 74
- Views: 29530
Re: PyRO Chains Analysis
Which is why it surprised me that productivity modules were disabled for doing it accidentally later on, is all.BlueTemplar wrote: Mon Apr 01, 2019 6:50 pm They're also designed to be positive from the get go, without the need of any productivity modules...
- Mon Apr 01, 2019 6:27 pm
- Forum: PyMods
- Topic: PyRO Chains Analysis
- Replies: 74
- Views: 29530
Re: PyRO Chains Analysis
One element I think you're missing is the use of production modules. If the longer chains offer more places to shove prod mods, that can build to a pretty impressive multiplier even if the baseline production is modest.
Actually Pyanodon removed a lot of the production module recipes that ...
- Mon Apr 01, 2019 5:55 pm
- Forum: PyMods
- Topic: PyRO Chains Analysis
- Replies: 74
- Views: 29530
Re: PyRO Chains Analysis
One element I think you're missing is the use of production modules. If the longer chains offer more places to shove prod mods, that can build to a pretty impressive multiplier even if the baseline production is modest.
Actually Pyanodon removed a lot of the production module recipes that ...
- Mon Apr 01, 2019 2:56 pm
- Forum: PyMods
- Topic: PyRO Chains Analysis
- Replies: 74
- Views: 29530
Re: PyRO Chains Analysis
One element I think you're missing is the use of production modules. If the longer chains offer more places to shove prod mods, that can build to a pretty impressive multiplier even if the baseline production is modest.
The yields for lead, nickel and zinc jibe with my experience of them as ...
The yields for lead, nickel and zinc jibe with my experience of them as ...
- Fri Mar 29, 2019 5:49 pm
- Forum: PyMods
- Topic: Why is pY tuned for such slowness?
- Replies: 26
- Views: 12070
Re: Why is pY tuned for such slowness?
But PyRO is just retarded however you look at it. I went through the recipes to see how things go around and my conclusion is that the complexity and space required for next tiers completely negates the bigger gains.
That's actually one of my favorite design bits. Upgrading whenever you can is ...
That's actually one of my favorite design bits. Upgrading whenever you can is ...
- Wed Mar 27, 2019 9:16 pm
- Forum: PyMods
- Topic: Why is pY tuned for such slowness?
- Replies: 26
- Views: 12070
Re: Why is pY tuned for such slowness?
Complexity has nothing to do with the pacing. Requiring 200 aluminum ore for a fast inserter (13 seconds of a full yellow belt!) is what sets it, not the complexity.
And what makes a mall impossible to do early-to-mid game is the circuit recipe. Which is not a problem as such, but kills solutions ...
And what makes a mall impossible to do early-to-mid game is the circuit recipe. Which is not a problem as such, but kills solutions ...
- Mon Mar 25, 2019 5:56 pm
- Forum: PyMods
- Topic: Production Modules Everywhere!
- Replies: 6
- Views: 2538
Re: Production Modules Everywhere!
You don't get three times as much? Or is time encoded in the energy requirement, and it takes three times as long?
- Mon Mar 25, 2019 5:53 pm
- Forum: PyMods
- Topic: Suggestions for getting started on Pyanodon?
- Replies: 19
- Views: 15040
Re: Suggestions for getting started on Pyanodon?
Overall, I think the level of masochism is overstated. The general philosophy is to start you with a massively inefficient process, but bootstrap to something better fairly quickly. If you're familiar with Angel's refining, it's a lot like that but more so, with each metal having a unique chain ...
- Mon Mar 25, 2019 5:44 pm
- Forum: PyMods
- Topic: Production Modules Everywhere!
- Replies: 6
- Views: 2538
Re: Production Modules Everywhere!
It's faster and you need two-thirds less lamp.
- Mon Mar 25, 2019 5:41 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 126444
Re: pY Industry - Discussion
As long as you're rooting around in there, stack inserter research has the same problem with those two techs. Stack inserters need circuit 2s, but the tech itself and the first non-stack inserter +1 bonus below it should otherwise be reachable without blue science.
- Fri Mar 22, 2019 5:31 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 126444
Re: pY Industry - Discussion
Pretty sure these. I'll doublecheck later.
- Fri Mar 22, 2019 3:53 pm
- Forum: PyMods
- Topic: Suggestions for getting started on Pyanodon?
- Replies: 19
- Views: 15040
Re: Suggestions for getting started on Pyanodon?
Would anyone who enjoys Pyanodon consider posting their mod list? Perhaps they could give a brief description of their pain level as well - haha
In 0.16 I used all pymods + bob's logistics & inserters. Made a single mess of spaghetti and bots that I took past circuits 2 before 0.17 dropped and I ...
- Fri Mar 22, 2019 3:20 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 126444
Re: pY Industry - Discussion
I can confirm this as well. All pymods, no other tech-tree-affecting mod. Logistic robots only need red/green, but have a dependency on some blue techs.
- Wed Mar 20, 2019 6:18 pm
- Forum: PyMods
- Topic: Suggestions for getting started on Pyanodon?
- Replies: 19
- Views: 15040
Re: Suggestions for getting started on Pyanodon?
Add all the mods. It's like a cold pool. Jump in and you'll acclimate faster. Trying to creep in slowly will just make every new step as frigid as the first.
- Tue Mar 19, 2019 3:38 pm
- Forum: PyMods
- Topic: a problem with building upgrades
- Replies: 4
- Views: 2116
Re: a problem with building upgrades
Isn't it the goal to have to tear everything up and reconfigure it every time anything changes?