Full modpack completed after 754 hours

pyanodon's mods are here

Moderator: pyanodon

User avatar
Pridesfall
Fast Inserter
Fast Inserter
Posts: 133
Joined: Thu Dec 18, 2014 7:18 pm
Contact:

Full modpack completed after 754 hours

Post by Pridesfall »

Can't believe it's finally finished. Can't wait to restart once Alternative Energy is released.
Full Pyanodon Factorio Completion.JPG
Full Pyanodon Factorio Completion.JPG (568.5 KiB) Viewed 6166 times
Full Pyanodon Factorio Completion- Map.JPG
Full Pyanodon Factorio Completion- Map.JPG (491.05 KiB) Viewed 6166 times
kingarthur
Smart Inserter
Smart Inserter
Posts: 1463
Joined: Sun Jun 15, 2014 11:39 am
Contact:

Re: Full modpack completed after 754 hours

Post by kingarthur »

nice. good job
User avatar
pyanodon
Smart Inserter
Smart Inserter
Posts: 1909
Joined: Wed Apr 20, 2016 4:42 pm
Contact:

Re: Full modpack completed after 754 hours

Post by pyanodon »

Congratz!
pY Coal processing mod
Discord: Pyanodon #5791
error0664
Inserter
Inserter
Posts: 34
Joined: Mon Sep 02, 2019 10:04 am
Contact:

Re: Full modpack completed after 754 hours

Post by error0664 »

great work : )

how did you scale your base?
science per second (like 1/s?) (for each tier or different?)
circuits per second?

LTN 'warnings' look very familar to me - at some point i stopped showing these
missing Bio-Battery is my worst nightmare : )

did you have issues with some congested rail crossings? i did run into some issues with stations require a lot of different inputs where some crossings where really busy (4 way quite similar in your screenshots)
User avatar
Pridesfall
Fast Inserter
Fast Inserter
Posts: 133
Joined: Thu Dec 18, 2014 7:18 pm
Contact:

Re: Full modpack completed after 754 hours

Post by Pridesfall »

error0664 wrote: Mon Oct 25, 2021 9:51 am great work : )

how did you scale your base?
science per second (like 1/s?) (for each tier or different?)
circuits per second?

LTN 'warnings' look very familar to me - at some point i stopped showing these
missing Bio-Battery is my worst nightmare : )

did you have issues with some congested rail crossings? i did run into some issues with stations require a lot of different inputs where some crossings where really busy (4 way quite similar in your screenshots)
I started with trying to make science at 1/s but as I got to the final 3 it became apparent that that wasn't a reasonable goal. With helmod I planned out 0.1/s for yellow and space science but I couldn't keep it fed with all the intermediates. I agree with bio-batteries being the biggest bottleneck. I found myself rarely having enough sulfuric acid and hydrogen chloride too, and I made so much.

I didn't struggle with rail congestion. I had 2 stops per side of my city blocks. I had the second stop on each side be for drop-offs and signaled it so that one train could que up behind the stop on the main rail and below the first stop. That way trains that wanted through could bypass through the first train stop.

That said, I would get the occasional factory shutdowns with train stop/LTN problems.
fusion_future
Burner Inserter
Burner Inserter
Posts: 9
Joined: Mon Nov 29, 2021 4:31 am
Contact:

Re: Full modpack completed after 754 hours

Post by fusion_future »

Congrats!
I started Py Mod and love how energy, fuel, mining, etc. is handled.

Since you've finished it would you say it's possible to complete with biters enabled on the default settings?

I have a feeling the evolution factor would become too high before you're able to properly defend. Not looking for any hints, just a thought on the feasibility. Thanks!
kingarthur
Smart Inserter
Smart Inserter
Posts: 1463
Joined: Sun Jun 15, 2014 11:39 am
Contact:

Re: Full modpack completed after 754 hours

Post by kingarthur »

fusion_future wrote: Mon Nov 29, 2021 4:35 am Congrats!
I started Py Mod and love how energy, fuel, mining, etc. is handled.

Since you've finished it would you say it's possible to complete with biters enabled on the default settings?

I have a feeling the evolution factor would become too high before you're able to properly defend. Not looking for any hints, just a thought on the feasibility. Thanks!
Its not possible to play with biters on default settings.
AndrewSkier
Inserter
Inserter
Posts: 29
Joined: Mon May 04, 2020 6:48 pm
Contact:

Re: Full modpack completed after 754 hours

Post by AndrewSkier »

how do you trigger victory screen? I'm already producing space space using quantum computers and have researched all non-repeating space science and have not gotten victory screen.
DarkShadow44
Filter Inserter
Filter Inserter
Posts: 358
Joined: Thu Jun 01, 2017 12:05 pm
Contact:

Re: Full modpack completed after 754 hours

Post by DarkShadow44 »

Congrats! Would you mind sharing your save? I kinda want to take a detailed look at that massive base!
User avatar
Pridesfall
Fast Inserter
Fast Inserter
Posts: 133
Joined: Thu Dec 18, 2014 7:18 pm
Contact:

Re: Full modpack completed after 754 hours

Post by Pridesfall »

DarkShadow44 wrote: Mon Nov 29, 2021 6:37 pm Congrats! Would you mind sharing your save? I kinda want to take a detailed look at that massive base!
For sure! Hopefully this link works ok.

https://drive.google.com/file/d/1CwacCf ... sp=sharing
DarkShadow44
Filter Inserter
Filter Inserter
Posts: 358
Joined: Thu Jun 01, 2017 12:05 pm
Contact:

Re: Full modpack completed after 754 hours

Post by DarkShadow44 »

Cool, thanks!
Say, is it normal that there is constant chat spam about "No station supplying *****" being found?
User avatar
Pridesfall
Fast Inserter
Fast Inserter
Posts: 133
Joined: Thu Dec 18, 2014 7:18 pm
Contact:

Re: Full modpack completed after 754 hours

Post by Pridesfall »

DarkShadow44 wrote: Mon Dec 06, 2021 10:40 am Cool, thanks!
Say, is it normal that there is constant chat spam about "No station supplying *****" being found?
Yup. I could disable them but each one of those messages is a bottleneck in the factory where I'm not making enough of an item or there are more trains that want to go to a station than I will allow. They are obnoxious. Some stops can't make error messages because I know I can never meet demand. In a perfect world I would fix every one.
Post Reply

Return to “PyMods”