Thanks, Py, and a couple of ideas.

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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

BlueTemplar wrote: Thu Feb 18, 2021 9:47 am I'm all with you for adding an early burner stage to the game, but not being able to handcraft most components is a hard *nope* for me.
God knows if engines aren't annoying enough already !
(You can always *choose* to play 'lazy bastard'-style if you *want* to...)

Generally, I think it's a bad idea to have too many non-hand-craftable recipes before you're able to set up a decent logistic bot network.
And in Py it's already hard enough to find the inventory space for all the plates and basic components !
If you create a mod that plays up the very beginning, the process of becoming, as if we are getting out of the Stone Age, then yes, maybe it really would be hard - something very boring and really annoying, but nevertheless I have no doubt in the abilities of Pyanodon , and I think if he took up this, he could do everything competently)

But in general, it's hard for me to judge what would be annoying and where (like what you said "there are many recipes that cannot be done manually"), because I do not play this mods(I only study recipes from time to time)) I am waiting for the final result, even if it will be only after 5 years) I just see in this mods what I need (and left them for sweet), and therefore I do not want to pretend to it in advance, until it is actually completed .. Therefore, I can offer something without understanding how it will be, I write only to " what if something from what I have written will be taken into account and will serve to improve the mod ")

PS: thanks for the proposed mod, with overloading the conveyors, I did not know about this. It's too brutal, even for such a masochist as me) In a large base, it would be extremely difficult to find such "holes in the system". Although, if bots could pick up orphan parts, it would be possible to make a special chest for such elements..
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

I'll leave it here.

Dear Pyanodon, do you think in the future to try your unique creative powers in creating a military mod? To revive this side of the game on your own.

PS: It is a pity that I was late for the survey. I would speak about a chemical plant - I believe that the corresponding vanilla facility is one of the rudiments (sort of like vanilla bots already removed), along with empty research packages in the research tree.
Steam turbines (vanilla nuclear power) were also seen as rudiments (a clear inconsistency with the level), but, I believe, it will be processed from AE.

In general, I am in favor of the entire vanilla part of the game being completely redesigned and brought in line with the level of your mods.
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Re: Thanks, Py, and a couple of ideas.

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factoriogame1121 wrote: Wed Aug 04, 2021 10:45 am I'll leave it here.

Dear Pyanodon, do you think in the future to try your unique creative powers in creating a military mod? To revive this side of the game on your own.

PS: It is a pity that I was late for the survey. I would speak about a chemical plant - I believe that the corresponding vanilla facility is one of the rudiments (sort of like vanilla bots already removed), along with empty research packages in the research tree.
Steam turbines (vanilla nuclear power) were also seen as rudiments (a clear inconsistency with the level), but, I believe, it will be processed from AE.

In general, I am in favor of the entire vanilla part of the game being completely redesigned and brought in line with the level of your mods.
thats the idea. Thanks :)
pY Coal processing mod
Discord: Pyanodon #5791
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

Hello
I got an idea. Of course, it would not be useful for everyone, but only for those who like to rebuild well-coordinated complexes.

Earlier, I wanted to ask you to make something like plates on which you can write information - this is in order to sign the switches of the logical network in order to understand which subnet belongs to which.

But you can do better. Maybe you should add something like a control terminal? Clicking on which opens a window in which all logical networks connected to it are shown, each of which could be signed by yourself. And this terminal would serve as a "switch pool". This may be necessary, for example, in order to turn off certain subsystems when there is a lack of energy. Or include some production facilities that do not require permanent work (such as the production of printed circuit boards or small parts for personal use). It is possible to allow these terminals to be duplicated, for example by laying a special cable from one to the other. In order not to have only one control panel.

Or even create something like a computer, inside which it was possible to place logical elements in order to save space on the map (for those who create very complex logical systems).

All this, of course, I repeat, not everyone would need it, but it is probably not so difficult to implement, and would make life easier for some players who love logical networks).
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Re: Thanks, Py, and a couple of ideas.

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factoriogame1121 wrote: Sun Sep 26, 2021 10:45 am Hello
I got an idea. Of course, it would not be useful for everyone, but only for those who like to rebuild well-coordinated complexes.

Earlier, I wanted to ask you to make something like plates on which you can write information - this is in order to sign the switches of the logical network in order to understand which subnet belongs to which.

But you can do better. Maybe you should add something like a control terminal? Clicking on which opens a window in which all logical networks connected to it are shown, each of which could be signed by yourself. And this terminal would serve as a "switch pool". This may be necessary, for example, in order to turn off certain subsystems when there is a lack of energy. Or include some production facilities that do not require permanent work (such as the production of printed circuit boards or small parts for personal use). It is possible to allow these terminals to be duplicated, for example by laying a special cable from one to the other. In order not to have only one control panel.

Or even create something like a computer, inside which it was possible to place logical elements in order to save space on the map (for those who create very complex logical systems).

All this, of course, I repeat, not everyone would need it, but it is probably not so difficult to implement, and would make life easier for some players who love logical networks).
You cannot make items with information like you asked while modding. As for cables I've never seen it done neither can I think of a way to make one. Forget about the "computer" there is no current way to make something with logical elements in it other than the building interacting with signals. There is only so much that can be done with the API.

The usual ugly, space-consuming, two-colored logical network seems to be the only way to make something like you asked with all switches, cables and combinators it requires. Consider using the mod text plates to manually write what is needed about networks so you don't end up confused in a big mess of logical inputs.
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Re: Thanks, Py, and a couple of ideas.

Post by BlueTemplar »

Forget about the "computer" there is no current way to make something with logical elements in it other than the building interacting with signals. There is only so much that can be done with the API.

The usual ugly, space-consuming, two-colored logical network seems to be the only way to make something like you asked with all switches, cables and combinators it requires.
Surely, these mods fit his requirements ?

https://mods.factorio.com/mod/ImprovedCombinator
https://mods.factorio.com/mod/m-microcontroller
https://mods.factorio.com/mod/fcpu
https://mods.factorio.com/mod/Moon_Logic

Or other mods here :
https://mods.factorio.com/tag/circuit-n ... wnloaded/1

(What I don't understand is why would he ask it from pY in the first place ?)
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

Thanks a lot for the mods!
Just knowing how many mods people create, I automatically don’t even want to try to find something useful in them (although it seems worth trying)... so I would like all the best solutions to be present in one modpack, which is the most priority for me...
Moreover, items in third-party modpacks differ significantly in the level of complexity of their recipes from Py recipes. And I prefer harmony in everything. My eyes are terribly mazolite when some third-party object requires only an iron plate and a wire, although, logically Py, should require an advanced PCB (figuratively speaking) ... Therefore, I try not to use third-party mods (except Py) at all. Except for simple technical ones, such as:
https://mods.factorio.com/mod/bobinserters
https://mods.factorio.com/mods/321fredd ... stribution
https://mods.factorio.com/mods/Narc/EvoGUI
https://mods.factorio.com/mod/FNEI
https://mods.factorio.com/mods/skomick/tree_collision
The mods you mentioned, I think, can also be attributed to these. I will add. I'll take a look.
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

In general, as I see it. Pyanodon's abilities are implemented with biters. In the system of these mods, the early game remains (partially implemented with previous research package). Like the "Stone Age" and the future, fantasized technologies. And that's it. Mods can be sold like a game.
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Re: Thanks, Py, and a couple of ideas.

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have you seen the avengers movie? you can make elements of unimaginable complexity. for which an entire factory will be built, not everyone can calculate.
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

like a solar energy storage system in the latest mod. it is possible to create a system of accumulation of gravitational power. which will deliver the pomace through certain transmitters. they, in turn, will distort space at a given point. energy will be supplied there from the processed parts of the unique matter obtained in the particle generator. and all this will produce only one unit of new unique material.
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Re: Thanks, Py, and a couple of ideas.

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Pass the game, it is impassable. If I could. Late stage mod. As an option: four nuclear reactions. Different type. Each supplies a specific type of energy. This energy accumulates in the well. There goes the catalyst in the form of a mixture of several unique particles obtained during a complex reaction in a particle accelerator. All this mess generates only one unit of new material.
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Re: Thanks, Py, and a couple of ideas.

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this must be very, very difficult. to make people quit the game
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Re: Thanks, Py, and a couple of ideas.

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and you will be a legend, pyanodon. you've been ahead of everyone.
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Re: Thanks, Py, and a couple of ideas.

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By the way, about the long-standing supposed modification of “finance”.

Now I fleetingly remembered someone wrote a comment asking if it would happen. And I thought, and if it were, how would it be implemented? Buy from yourself? Economics is the relationship between several people. Or is this an idea for multiplayer? But then this will greatly limit the game. How would it be possible to implement such a mod?

And it suddenly came to me. Instead of an explicit currency, you can make something like “experience” - something like a research package, but not for advancing along the technology tree, but for, for example, improving existing buildings or phenomena (for example, t.u.r.d. in more extended version). And in this sense, create “research packages” - currency, for example, in the form of “energy supply experience”, “biotechnology experience”, “metallurgy experience”. Like in Krastorio, there was something similar there.

This is just the first fleeting idea for now. I decided to post it right away. I'll just leave this here)
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Re: Thanks, Py, and a couple of ideas.

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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 first, of course, I thought that with the release of the new add-on to the game - the space era - all the most interesting things were over. The era of building megabases with increasingly complex production chains was over. This is being replaced by a dubious prospect of scattering your production across many different platforms. Moreover, the creation of which implies almost completely monotonous gameplay. That is, you will have to start over the same paths many times.

All these doubts in principle remained, I even thought not to use the new add-on but to stop at what has already been done. But today, for the first time, a bright idea arose.
As you know, the space era has several types of planets, implying slightly different gameplay. The Pyanodon expansion, as I understand it, will have at least the same. But according to some teasers, it seems there will be more planets.
This would not be bad, given the huge amount of resources in the mod.

In principle, it is quite possible to avoid monotonous gameplay on each new planet by creating a complex trajectory of gradual development, through the discovery of appropriate technologies and planetary specialization.

We can take a planet rich in rare earth elements and turn it into a supplier of electronics in the future.
A rocky planet rich in ore and turn it into an industrial center.
Various types of organic planets will allow the creation of bio-production.
A desert planet will supply spice (a metaphor meaning a useless planet, but with some absolutely unique resource).
A gas planet - a rich supplier of gas.

And each type of planetary specialization can have several levels.

For example, a rocky industrial planet, at low levels, can be just a friendly hilly planet with mediocre reserves. Then we explore a more aggressive planet, already more densely covered with mountains, lava. Then a radioactive one, with already rich deposits.

A rare earth planet, probably, at high levels already contains atmospheric anomalies, such as lightning. While at low levels it is just a friendly plain.

Biomes, of course, are even easier to recreate of different types and colors. From a simple terrestrial planet to an aggressive planet covered with continuous biomass, and maybe even with underground infrastructure (look for underground inhabitants).

Gas planets can be very different, of course.

Desert planets with unique resources can also be different. For example, this is just an ice planet. Also the most desert. Oceanic. All this implies different ways of developing and fighting the elements.

Each planet can have different indicators that require technology. Gravity, surface temperature. Which also have their own characteristics and requirements for comfortable development.

And in the end, at the highest levels, we could settle with planets rotating around black holes to collect something anomalous from them.
And maybe even build platforms next to magnetars.
And maybe go down into the black holes themselves.

For all this, of course, we will need a logistics network of cargo spaceships, like trains.
Of course, by the way, there can be many types of spaceships. Transports. From small cargo ships. To huge tankers.
And with different flight times. Depending on the distance from planet to planet. Which, of course, can be different.

All this can be implemented sequentially, gradually mastering planet after planet, jumping from one to another along an ever-expanding trajectory, increasingly complicating its type, wealth and availability of resources.

It's all complicated. Honestly, I can't even imagine how to implement all this in such a way as to preserve the unique spirit of Pi. Without turning it into dampness.

But I believe in talent. And by the way, I still haven't played these mods. I've been waiting for them to be fully ready for probably five years now. And I will continue to wait as long as it takes. I don't treat any other game with such trepidation. This mod is a reflection of my character. Then in the future I'll just take a year off my life and play my best game, learning everything for the first time.
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

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 happen next.
And in this case, we will arrive at the first visited planets with some ready-made schemes, which is not bad in principle.
That is, there will be a choice: to take care of these schemes in advance (construction templates), or to start over on a new planet. This choice no longer implies mandatory monotony. And in principle, this is part of the complexity.
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

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 main source of components for the production of buildings of various levels of technology and environmental sustainability.

Accordingly, it would be great to complicate the creation of buildings. Replace a simple set of basic parts in the recipe with a more complex set of specific elements: pillars, corners, lintels, coatings, etc.
Also complicate the mechanisms to smaller components, for example, down to bearings and balls for them.

On a desert planet, in the name of a unique resource, we will be forced to supply everything from outside. And thus organize production.

We develop gas planets with the help of, of course, platforms. Pumping gases and elements from the atmosphere and protecting ourselves from various types of anomalies.

Planets with special anomalies can be used to capture these anomalies. This will require high technology. What we extract in this way can be designated among objects in the same way as, for example, electrons. Well, that is, the type of object. Something that is not an object, but which has its own model.

The inaccessibility of certain worlds can be determined by various parameters of the planets, the leveling of which is opened by technologies, as well as by the extreme hostility of the biome. This could be toxic fumes. Or it could simply be a huge number of aggressive enemies, against which one can resist only by possessing a certain firepower - on such planets, by the way, at first we can organize only small colonies that do not pollute the atmosphere very much. In order to collect some valuable bioresource for advancing to the scientific package, before we can win back the land for ourselves and produce it on a more industrial scale.

By the way, certain anomalies that may be on the planets can also be in the form of enemies. For example, some wandering clots of energy that also need to be shot, but with special high-tech weapons - will also be an obstacle to early colonization.

Planets with enormous pressure may require more stable metal structures. They may have special resources in abundance, the cost of extraction of which - a different structure of the corresponding buildings.

Planets without atmosphere, of course, a spacesuit and maybe oxygen. This can be stressful, of course, but it is an option.

If in the original game one of the planets allows some development before the player, after which a dump remains, then we can stumble upon a planet inhabited by robots. Maybe even covered in concrete or steel.

By the way, depending on the color and brightness of the star, you can set background lighting on the planet. We will walk on planets with a blue or red day. And you can also create darkness on a planet rotating around a dim dwarf - it will be uncomfortable to fly there without light sources.
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