World Generation Settings question

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Marconos
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World Generation Settings question

Post by Marconos »

I have a PY World that has about 100 hour in. I'm very close to Circuits 2.

Mod List:
FNEI
Helmo
Miniloader
Py Coal
Py Fusion
Py HIghtech
Py Industry
Py Petro
Py RawOres
RSO (Lastest version)
Space Extension Mod

When I created the game the biters had respawn on and I made no changes to their spawn. I went with everything standard. I ended up having to turn off respawning of biters as they were coming back faster then I could clear. I'm now up to behemoth enemies and still no level 3 science. Niobium, Nickel, Zinc and Moly were WAY out there with no other way to get them.

What I'm wondering is what is a good settings to use for a world? I really want biters on, but I feel tech is so slow you end up way behind them tech wise making it very difficult to control / clear them. What do you use for ore settings / biter setting for a good Py experience? Really enjoying the mod, just feel that the way biters currently work doesn't fit well with the space / speed of tech that py requires.

Thoughts?

MrPlate
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Re: World Generation Settings question

Post by MrPlate »

I'm trying a 6x difficult run with half starting resources with RSO and biter vanilla generation. For evolution i use time factor: 5 destruction factor: 10 pollution factor: 6

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tiriscef
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Re: World Generation Settings question

Post by tiriscef »

I don't know how well it works, because I'm playing pyanodons without biters, but the mod Research Causes Evolution could be a good idea.

MrPlate
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Re: World Generation Settings question

Post by MrPlate »

6x it's impossible.

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pyanodon
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Re: World Generation Settings question

Post by pyanodon »

a new ore generation system was added today in the pymods. For new games, it should be nice to plan better.
Also, the new mod in the works (pyAlienLife) will have turrets to help you all.
pY Coal processing mod
Discord: Pyanodon #5791

MrPlate
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Re: World Generation Settings question

Post by MrPlate »

pyanodon wrote:
Sun Jun 09, 2019 12:59 pm
a new ore generation system was added today in the pymods. For new games, it should be nice to plan better.
Also, the new mod in the works (pyAlienLife) will have turrets to help you all.
this is what a survivor wants to hear.

Marconos
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Re: World Generation Settings question

Post by Marconos »

pyanodon wrote:
Sun Jun 09, 2019 12:59 pm
a new ore generation system was added today in the pymods. For new games, it should be nice to plan better.
Also, the new mod in the works (pyAlienLife) will have turrets to help you all.
So what you are saying is I need to get on the stick and finish my current world before you get alien life done.

On a serious side, if the ore gen has been redone would it make sense to start a new world then (I finally have blue science running).

Edit: Oh, and with the change with or without RSO is preferred????

kingarthur
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Re: World Generation Settings question

Post by kingarthur »

Marconos wrote:
Tue Jun 11, 2019 9:58 pm
pyanodon wrote:
Sun Jun 09, 2019 12:59 pm
a new ore generation system was added today in the pymods. For new games, it should be nice to plan better.
Also, the new mod in the works (pyAlienLife) will have turrets to help you all.
So what you are saying is I need to get on the stick and finish my current world before you get alien life done.

On a serious side, if the ore gen has been redone would it make sense to start a new world then (I finally have blue science running).

Edit: Oh, and with the change with or without RSO is preferred????
can try the new ore gen but its moody if you have a lot of extra mods. if it gives you errors about resource gen add rso to get passed that issue

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Re: World Generation Settings question

Post by doktorstick »

Marconos wrote:
Tue Jun 11, 2019 9:58 pm
Edit: Oh, and with the change with or without RSO is preferred????
Indeed. If I can reduce the number of mods I have, the better.

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