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Re: pY HighTech Discussion

Posted: Thu May 31, 2018 10:45 am
by Raphaello
cpy wrote:Is it better to play pymods with bob mods or just play stand alone?

I tried pymods only with zombie mod, and making circuits is really pain after one update. They used to be craftable in assemblers but not anymore.
Define 'better' :)

py+bob is much more complex than AB. much much more. My last AB run took around 100h to rocket launch but with PyBobs I got to red circuits in a similar time (I had earlier experience with AB while I'm playing with py for the first time). This can give you some indication of the PyB complexity.

Re: pY HighTech Discussion

Posted: Thu May 31, 2018 11:50 am
by cpy
AB what? Is it pure pyanodon and no bobs? Or angel bob? Angel bob seems way easier than pure Py mods. Py+bob is the question.

I played vanilla, bob, angelbob, pyanodon.
Complexity of vanilla : 100%, bob 250%, angelbob 500%, pyanodon without bob 1000-5000% , py-bob? Never played.
Bob mod makes things easier in some cases, i feel that it might make circuit fabrication way way easier than just pure PY high tech.

Re: pY HighTech Discussion

Posted: Thu May 31, 2018 1:26 pm
by pyanodon
Raphaello wrote:I've finally reached a milestone - automation of blue science in py&bobs setup after 110 hours of play on this map!!!
The base is a mess, even though I am constantly optimizing the layout to avoid long transportation routes. The main bus is the vertical on - I'm trying to avoid having a very long factory therefore I've added the horizontal one which serves the subfactory producing level 1 and 2 electronics, chromium (this one takes a lot of space and energy and I've finally build an extendable setup), coke, glass and some other materials

I can add more screenshots if someone is interested in a specific production chain.

Some suggestions:
- simple and limited teleportation and walking speed buffs are necessity due to size of the base. I'm using console to speed up moving around the base now.
- fiber production is difficult - kicalk plantation is very expensive so making it by hand takes significant amount of preparation. More efficient recipes are somewhat pointless as they use lamps (which in turn fiber) - I have not calculated if they are worth but strongly suspect it makes much more sense to increase size than to use fiber to produce fiber faster
- pybots are usless to me. Bots and roboports are available early but chests require red circuits which are very difficult to make. I have the circuits now but at this stage normal bots are available and they are superior to pybots. Development suggestion - make logistic pybots and storage chest require circuit boards 1 instead of CB2. Additionally make self-powered pybot-only personal roboport so that they are useful but not overpowered.

EDIT: forgot to add that I enjoy the mods a lot. Great work pyanodon!

Great base you have here. Loved it. Also, thanks for the feedback, i will consider that. :) feel free to post screenshots of your base on the show off thread :)

Re: pY HighTech Discussion

Posted: Sun Jun 03, 2018 5:37 am
by cpy
So bob+pyanodon is less or more complex than just pure pyanodon mods?

Re: pY HighTech Discussion

Posted: Sun Jun 03, 2018 7:21 am
by kingarthur
cpy wrote:So bob+pyanodon is less or more complex than just pure pyanodon mods?
defiantly more complex as it adds all of bobs ores and other things. while i dont have an exact break down on what changes with adding bobs to pymods i can say with a bit of certainty a py+bob game is like and angel+bob game. each one is got challenges and they build one each other to make it that much more difficult. now im not say it isn't "fun" but im also leading the crazy train that likes py+angels+bobs.

Re: pY HighTech Discussion

Posted: Sun Jun 03, 2018 12:07 pm
by pyanodon
Mod updated! please grab your updated version by the game or mod portal. Info on the first page.

Re: pY HighTech Discussion

Posted: Sun Jun 03, 2018 9:27 pm
by Raphaello
pyanodon wrote:Mod updated! please grab your updated version by the game or mod portal. Info on the first page.
Thanks a lot! I've just had a quick glance at the changes and they look great!
I'm redesigning my rare earth processing now but I will definitely take advantage of the changed lamp recipe for kicalk plantation. Oh, sweet fiber!!

Re: pY HighTech Discussion

Posted: Sun Jun 03, 2018 9:39 pm
by pyanodon
Raphaello wrote:
pyanodon wrote:Mod updated! please grab your updated version by the game or mod portal. Info on the first page.
Thanks a lot! I've just had a quick glance at the changes and they look great!
I'm redesigning my rare earth processing now but I will definitely take advantage of the changed lamp recipe for kicalk plantation. Oh, sweet fiber!!

Thanks...it was a request people are waiting :D

Re: pY HighTech Discussion

Posted: Mon Jun 04, 2018 8:41 am
by cpy
kingarthur wrote:
cpy wrote:So bob+pyanodon is less or more complex than just pure pyanodon mods?
defiantly more complex as it adds all of bobs ores and other things. while i dont have an exact break down on what changes with adding bobs to pymods i can say with a bit of certainty a py+bob game is like and angel+bob game. each one is got challenges and they build one each other to make it that much more difficult. now im not say it isn't "fun" but im also leading the crazy train that likes py+angels+bobs.
I fear circuit making will be much easier with bob than just pure pyanodon. Since basic pyanodon high tech have such insane circuit production that i doubt it can be made even harder.

Re: pY HighTech Discussion

Posted: Mon Jun 04, 2018 9:41 am
by kingarthur
cpy wrote:
kingarthur wrote:
cpy wrote:So bob+pyanodon is less or more complex than just pure pyanodon mods?
defiantly more complex as it adds all of bobs ores and other things. while i dont have an exact break down on what changes with adding bobs to pymods i can say with a bit of certainty a py+bob game is like and angel+bob game. each one is got challenges and they build one each other to make it that much more difficult. now im not say it isn't "fun" but im also leading the crazy train that likes py+angels+bobs.
I fear circuit making will be much easier with bob than just pure pyanodon. Since basic pyanodon high tech have such insane circuit production that i doubt it can be made even harder.
im not sure what you consider harder but for just circuit board 1 adding bobs mods adds in resin, glass, tin, solder(lead or silver depending on choice).

no bobs
no bobs
no bobs
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with bobs
with bobs part 1
with bobs part 1
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with bobs part 2
with bobs part 2
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Re: pY HighTech Discussion

Posted: Mon Jun 04, 2018 12:00 pm
by cpy
Circuits on Pyanodon if you want to automate require like 16 different materials so, yeah bob makes it easier. I'll post planner screenshot, but I forgot what that mod was called. I`ll post it later today.

Here it is, so yeah about 2-3x more complex than pybobs:
circuit 1.jpg
circuit 1.jpg (364.04 KiB) Viewed 5514 times
Not to mention you actually have to produce extra steam, farm wheat, farm wood (more complex than bob), make coke and you have to create creosote from that process. Also too much creosote clogs system, syngas power juggling and many many more fun stuff.
In bob you shove copper and iron and be happy. In pure Pymadness copper plates are used in components. Basically circuit 1 is more complex than whole vanilla rocket launch. Bonus points: almost every process have its own building type.

Re: pY HighTech Discussion

Posted: Mon Jun 04, 2018 3:27 pm
by aklesey1
Raphaello wrote:
pyanodon wrote:Mod updated! please grab your updated version by the game or mod portal. Info on the first page.
Thanks a lot! I've just had a quick glance at the changes and they look great!
I'm redesigning my rare earth processing now but I will definitely take advantage of the changed lamp recipe for kicalk plantation. Oh, sweet fiber!!
Sorry where u found any changes with rare earth resources processing? :?:

Re: pY HighTech Discussion

Posted: Mon Jun 04, 2018 4:57 pm
by Raphaello
aklesey1 wrote:
Raphaello wrote:
pyanodon wrote:Mod updated! please grab your updated version by the game or mod portal. Info on the first page.
Thanks a lot! I've just had a quick glance at the changes and they look great!
I'm redesigning my rare earth processing now but I will definitely take advantage of the changed lamp recipe for kicalk plantation. Oh, sweet fiber!!
Sorry where u found any changes with rare earth resources processing? :?:
I have not. My base simply starves for RE oxide (I'm writing from memory so it might have a slightly different name - I mean white RE stuff that's necessary to make diodes and one of the types of doped silicon) and I want to use recipe that I've just unlocked - the one that requires cyanid acid and gives 2x yield.

Re: pY HighTech Discussion

Posted: Mon Jun 04, 2018 10:56 pm
by kingarthur
cpy wrote: Not to mention you actually have to produce extra steam, farm wheat, farm wood (more complex than bob), make coke and you have to create creosote from that process. Also too much creosote clogs system, syngas power juggling and many many more fun stuff.
In bob you shove copper and iron and be happy. In pure Pymadness copper plates are used in components. Basically circuit 1 is more complex than whole vanilla rocket launch. Bonus points: almost every process have its own building type.
Ya other than Bob's somewhat cheat greenhouses. Non of that is made easier. On top of all that in normal py. It requires more items to be made. Going from 16 to like 21

Re: pY HighTech Discussion

Posted: Tue Jun 05, 2018 4:52 am
by cpy
kingarthur wrote:
cpy wrote: Not to mention you actually have to produce extra steam, farm wheat, farm wood (more complex than bob), make coke and you have to create creosote from that process. Also too much creosote clogs system, syngas power juggling and many many more fun stuff.
In bob you shove copper and iron and be happy. In pure Pymadness copper plates are used in components. Basically circuit 1 is more complex than whole vanilla rocket launch. Bonus points: almost every process have its own building type.
Ya other than Bob's somewhat cheat greenhouses. Non of that is made easier. On top of all that in normal py. It requires more items to be made. Going from 16 to like 21
What? You shove 2 iron plates and 1 copper and you are 50% done! High tech pure py required so many different inputs, just look at the damn screenshot and try to build it! Production line for automated circuits is insane compared to pybob. You linked easy circuit that can be only crafted in hand! That one is easy, try harder next time. One that is autocrafted have way way more components than bob.

Re: pY HighTech Discussion

Posted: Wed Jun 06, 2018 11:53 am
by Raphaello
Raphaello wrote:I'm redesigning my rare earth processing now ..
Transistors use a lot of RE oxide (>7 per one heavy p-doped silicon, isnt it too much?) so I am currently trying to ramp up production of this material.

I want to use the recipe for getting RE concentrate from RE solution which uses cyanic acid as it is twice as efficient as the two others. For some reason though centrifugal pan does not have this recipe available.
The recipe is visible in handcraft menu and 'made in' is empty now. Based on FNEI and my limited understanding of lua definitions it should work there.

What am I missing?

Re: pY HighTech Discussion

Posted: Wed Jun 06, 2018 4:44 pm
by peaSea
I'm having the same problem as Raphaello. I can't seem to make this recipe to make rare earth concentrate, guessing it is a bug.

Re: pY HighTech Discussion

Posted: Wed Jun 06, 2018 8:12 pm
by Raphaello
Raphaello wrote:For some reason though centrifugal pan does not have this recipe available.
I have looked into the files more carefully and the issue is clear - recipe has 3 fluid inputs but centrifugal pan has only 2 input fluid boxes. After removing water from the recipe, it becomes visible in the machine and works as it should.
2018-05-31_104645_cr.png
2018-05-31_104645_cr.png (197.21 KiB) Viewed 5317 times

Re: pY HighTech Discussion

Posted: Wed Jun 06, 2018 11:34 pm
by pyanodon
True! it was a bug...will be fixed in the next release.

:)

Re: pY HighTech Discussion

Posted: Thu Jun 07, 2018 4:30 pm
by Raphaello
pyanodon wrote:True! it was a bug...will be fixed in the next release.

:)
Would you mind posting a simple explanation on how you plan to fix it?
I don't know how long it will take to release the next version so I would be glad to patch it myself (depending on complexity of the patch, obviously).

Thanks for the fix!!!!!