Thanks, Py, and a couple of ideas.

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factoriogame1121
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

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 myself. I like it. I'm training my imagination)

Addition:

For example, a unique atmosphere for each organism. We can grow it on another planet, but then we will need a special building with a protective dome and additional costs for the synthesis of the atmosphere.

Also, a food chain that rests on the resource collected in a given biome, like the old "local flora". That is, if you breed an organism on another planet, you will need to supply this resource there. Although what prevents you from growing it too.. Then you also need a unique soil composition. Liquids. Perhaps microorganisms, bacteria, viruses. Lighting, by the way. Emissions from the parent star. Magnetic field. To make it easier to grow the organism in its native environment.

But in order to more or less start growing an organism in another place (for example, in a future biotechnological center), serious technologies of genetic modifications are needed. And here the idea of ​​how we used to get the first creatures will come in handy. That is, DNA samples, etc. That is, this will become a later technology.
Criperum
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Re: Thanks, Py, and a couple of ideas.

Post by Criperum »

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

Post by Muche »

Criperum wrote: Wed Mar 12, 2025 10:42 am 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
Aren't Molecular decohesion techs from pyalienlife exactly that?
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Re: Thanks, Py, and a couple of ideas.

Post by Criperum »

Not really. Decohesion seems like ores from completely not ores.
Phytomining is more about actual mining.
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Re: Thanks, Py, and a couple of ideas.

Post by Necronium »

There is literally Phytomining tech in py already, it will give you some ores via specialized biomass processing
Criperum
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Re: Thanks, Py, and a couple of ideas.

Post by Criperum »

I was talking about placing slag on the ground and growing special trees with SA mechanics. Then we burn that metal reach wood and get oxides.
factoriogame1121
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

Criperum wrote: Wed Mar 12, 2025 10:42 am 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 resources. For example, there is a planet on which there is some unique resource, but it does not exist in its entirety (in the form of ore veins or large pieces). It is contained only in the soil of the planet, and in a discharged form. That is, raking up piles of soil with an extractor and sifting is not an option. And in order to extract it, it is necessary to sow plantations of some plant (similar to smart farms, that is, a building and a planting area for a plant that will collect this rare resource from the soil). That is, in fact, only a plant from another planet, for example, will be able to extract this resource from the soil. Moreover, in order for it to take root on the desired planet, it must first be genetically modified.

P.S. Well, we have something similar now with the extraction of nixelite - we supply its extraction with food for special creatures that extract nixelite. And in the case of plants, we provide their planting (in a certain or any territory), cultivation, collection and processing.

The main point is that this is done not in the form of a building, but in the form of a landing on the territory.
Last edited by factoriogame1121 on Sat Mar 15, 2025 4:49 am, edited 1 time in total.
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

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 dissolved in water, using farms of some plant.

Here we can even combine the idea of ​​phytomining and the early method of nixelite mining. That is, first we plant some plant that has the ability to accumulate the required substance. And then we launch some creature of the next level in the food chain through this territory (some fish) - it will eat this plant and somehow modify the required substance in itself.
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

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.

And on the average, by the way, we can create a theory of modification of creatures, through their crossing. Then direct genetic modifications and targeted mutations.

For example, here's a chain: we take creature A with genetic modification 1, we take creature B with genetic modification 2 and target mutation 1. We cross them (and their offspring are not capable of reproduction). We infect the resulting creature with a virus with modification X. This creature turns into a cocoon. We collect protein H from it. We inject it into creature C and this causes target mutation 2 in creature C.
You can also connect high technologies, and to obtain the target mutation 2, you will additionally need to irradiate the creature C.

That is, you can make a full-fledged biocraft. With such complex chains of cultivation, you can finally get the material for growing a building. After a dozen of such transformations, we will get, for example, a biofilter. Incomparable in perfection with ordinary buildings. Which can be used to extract some substance from the atmosphere of a gas planet, for example.
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Re: Thanks, Py, and a couple of ideas.

Post by factoriogame1121 »

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 continuous technique and industrialism. We supply spare parts, magnets, microcircuits. The essence of the complexity and the peculiarity of this planet is only that it is the only one where there is nothing for organizing production on site - space logistics are needed. But of course, you can still come up with something else..
2. Ocean planet. Here we will collect a rare resource using plantations of some plant (or using the food chain). But I would rather make an acidic planet instead of a water planet. This will be a heavy aggressive high-level special planet. We just have a more or less water one - this is the ice world of Space Age. And this will be a green aggressive acid. And in order to extract something from this acid, this is where biomining will be needed, with the help of specially modified corals or something similar.
Here you can greatly increase the level of corrosion (even in comparison with Gleba) (if this mechanic is preserved). Up to damage to ordinary buildings. And you can introduce the need for something like repair drones constantly servicing buildings.
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