And a couple of side ideas:
1. A planet inhabited by swarms of aggressive midges. Ballistics are ineffective. Accordingly, we can only settle there with flamethrowers. (Arquads?)
2. A planet covered in solid biomass (like tiles) that will kill us. We can only settle there by somehow removing this ...
Search found 107 matches
- Sat Mar 22, 2025 8:30 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
- Sat Mar 22, 2025 8:27 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
In short, it turns out to be Starcraft. And it's logical.
Let me think about it. We have a space era. This means the game is expanding. And this expansion needs to be filled with quality. Fill the volume with density.
I'll emphasize once again: simply distributing what we have across a multitude ...
Let me think about it. We have a space era. This means the game is expanding. And this expansion needs to be filled with quality. Fill the volume with density.
I'll emphasize once again: simply distributing what we have across a multitude ...
- Sat Mar 15, 2025 6:23 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
Well, in principle, it is already possible to design two special planets.
1. Desert planet. One of the simplest special ones. Because it does not require anything special. Just supplies from outside. There is nothing on it. Except for some special substance. For example, some kind of crystal. One ...
1. Desert planet. One of the simplest special ones. Because it does not require anything special. Just supplies from outside. There is nothing on it. Except for some special substance. For example, some kind of crystal. One ...
- Sat Mar 15, 2025 5:05 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
By the way, this is basically an idea for biotechnology. To use organisms to process various substances. That is, not just to use the existing features of the found creatures. But to grow full-fledged biological mechanisms or even buildings designed for specific purposes. But this is a high level ...
- Sat Mar 15, 2025 4:43 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
Or go even further. (look: vanadium mining in Japan using ascidian farms) And this rare element is not found in the soil, but in sea water or sea silt. And this is, by the way, an idea for a special water planet. There we put platforms and ensure the extraction of some substance that is very ...
- Fri Mar 14, 2025 4:29 pm
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
Have you guys thought of adding https://en.wikipedia.org/wiki/Phytomining into Py? Sounds like an interesting way to mine some rare resources on specific planets. Or getting additional regular resources from slag
This is an original idea! Exclusively for the extraction of some unique rare ...
- Wed Feb 05, 2025 8:57 pm
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
So. Different biomes and outposts on them, that could be quite romantic. But we need to come up with a reason why we should stay on such planets at all. After all, we can, in theory, just catch a couple of individuals and breed them elsewhere. We need to think about it. (I continue to reason with ...
- Sun Feb 02, 2025 10:43 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
That is, the point is this.
First, we develop on Navius, which has relatively meager reserves of resources and some living creatures in order to get to space flights. Also, I think, on Navius ββwe will have to go through at least one stage of military development. So as not to immediately, for ...
First, we develop on Navius, which has relatively meager reserves of resources and some living creatures in order to get to space flights. Also, I think, on Navius ββwe will have to go through at least one stage of military development. So as not to immediately, for ...
- Sun Feb 02, 2025 9:24 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
In general, we have many different types of animals and organisms. That is, we can create different biomes where we will find them. These can be forests, jungles, swamps, trees, mushrooms, just land covered (like concrete) with biomass. Red, green, glowing, foggy, poisonous. Water, acid, something ...
- Sat Feb 01, 2025 7:48 pm
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
I was scared by the teaser of the upcoming space modification, where a planet with many characteristics and.. several resources is shown.. Random, I suppose..
Please, if the gameplay will be represented by dozens and hundreds of identical planets with three random resources - it will be terrible ...
Please, if the gameplay will be represented by dozens and hundreds of identical planets with three random resources - it will be terrible ...
- Wed Jan 29, 2025 11:31 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
Continuing the thoughts.
The essence of an industrial planet, as an option, is the production of various types of parts, mechanisms and metal structures. This planet will provide the system with the necessary structural elements for the production of more high-tech mechanisms, and also serve as the ...
The essence of an industrial planet, as an option, is the production of various types of parts, mechanisms and metal structures. This planet will provide the system with the necessary structural elements for the production of more high-tech mechanisms, and also serve as the ...
- Wed Jan 29, 2025 8:41 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
But we need to do something with the starting planet. Give it some role. Before the first launch of the spaceship. Which, I believe, should not be simple.
But in this case, we will do quite a lot of things on the starting planet. Or make it so that this "lot" is not so big, on the scale of what will ...
But in this case, we will do quite a lot of things on the starting planet. Or make it so that this "lot" is not so big, on the scale of what will ...
- Wed Jan 29, 2025 8:26 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 19877
Re: Thanks, Py, and a couple of ideas.
Suddenly, thoughts arose, which I decided to write here.
Absolutely not doubting the genius of the developers of the add-on and believing that practically the same thing is already being implemented, nevertheless, I will leave my thoughts here in case some of their elements find their purpose.
At ...
Absolutely not doubting the genius of the developers of the add-on and believing that practically the same thing is already being implemented, nevertheless, I will leave my thoughts here in case some of their elements find their purpose.
At ...
- Fri Nov 29, 2024 10:05 am
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 181
- Views: 111707
Re: pY Alternative Energy - Discussion
Do we have adaptive consumption of high-pressure steam by turbines? That is, for example, I installed an MK2 turbine that consumes 600 steam per second, but only connected 100 steam per second to it. Will this turbine adapt to a constant consumption of 100 steam per second with a corresponding ...
- Fri Oct 11, 2024 3:04 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 57399
Re: Friday Facts #432 - Aquilo
Cool! Very cool! I'm waiting for the release! And in the future, will you add more planets? How about a desert one, like Dune. Or a gas one? Toxic? Barren rocky ones? Radioactive underground?
- Wed Jun 26, 2024 12:47 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 128330
Re: Friday Facts #416 - Fluids 2.0
I think the start of a space mod will destroy the Pyanodon mods, and possibly the game itself.
- Sat Apr 13, 2024 9:06 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 49190
Re: Friday Facts #406 - Space Age Music
What about a gas planet? Placing infrastructure on flying platforms. Extraction of ore by filtration from various types of "oceans".
- Sat Apr 13, 2024 8:42 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 49190
Re: Friday Facts #406 - Space Age Music
It seems to me that the current spaceship looks more like a piece of land with a standard factorio building, simply placed on a space background.
How about highlighting this stage of the game separately? Those. The design of a spaceship is no longer a factory simulator, but a simulator of the ...
How about highlighting this stage of the game separately? Those. The design of a spaceship is no longer a factory simulator, but a simulator of the ...
- Sun Apr 07, 2024 6:03 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 40143
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I remembered the game Simcity. Could the function of highlighting railway tracks depending on their congestion be useful? For example, to see where there are too many delays and traffic jams and, accordingly, build additional routes.
For example, you can count the number of idle trains vying for ...
For example, you can count the number of idle trains vying for ...
- Sun Apr 07, 2024 5:55 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 40143
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Do we have timers in the logic system?
In case you need to dispense some material in portions.
I also remember a long time ago I tried to implement a portioned release of energy from batteries via an on/off toggle switch. Without a timer it didn't work out that way.
In case you need to dispense some material in portions.
I also remember a long time ago I tried to implement a portioned release of energy from batteries via an on/off toggle switch. Without a timer it didn't work out that way.