This Science took me 38 Hours. | Pyanodon's Mods Episode 6

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XaveTheBest

XaveTheBest

Күн бұрын

Пікірлер: 36
@AntonAdelson
@AntonAdelson 5 ай бұрын
Creating an entire genocide of animals just to make bottle caps is next level factorio xD
@dkir5933
@dkir5933 5 ай бұрын
Having played with PY's mods before, I can tell u that transitioning into a (ideally with Project Cybersyn or similarly automated) Railbase will start to become a neccecity due to the sheer scale of Pyanadon once you dip your toes into Py enerys's powerplants. The coal powerplants mk1 alone will give you a full gigaWatt with with 5 of em afaik. Before that tough, Id highly reccomend you to start scaling up your existing infrastructure a bit to mass produce the infrastructure to support such a base (mainly rails) and it's way bigger itemcounts per train shipment. The main big thing standing inbetween you and a massivly scaled up base now, is power. So get to working on coal powerplants. Heres some more tips ive gathered overtime: 1: The powerplants. They produce roughly 10-20x the power u put in as fuel (the biomass one even more-so). The best fuel for the coal variant afaik, is to just give them a mixed belt from tier 2 coal processing. Don't process the coarse or rough(?) coal, itll give you less fuel value in normal coal as if you burned it directly; hence the mixed belt of Coarse,rough,normal and dust. (I used deadlocks compactors to make the total fuel shipped on the belt much higher, since you can directly burn stacked items) You can use that same mixed belt to fuel any simple oxygen furnaces u may have. 2: Unless they buffed it at some point, anything past tier 2 coal processing in not worth doing whatsoever. Both for power and just normal coal generation. 3: Pretty much everyone reccomends to start PY with a early personal construction bot mod. U didn't (u crazy man :O) so get those as early as humanly possible. Especially for a railbase. Py's pyanobots are available earlier than usual too. 4: You will inevitably need extremely large quantities of basic plants and materials. Mainly: Coke, Moss, Moonflowers(?), Seaweed, fibre (from kicalk), wood and sap and prolly something im forgetting rn. Be prepared to either use some progressively more complicated recipes to mass produce these. Or, once u got the power, reserve a giant space somewhere and just mass produce it with the cheap basic recipes and lots of buildings. (I did do the latter while packing said buildings in between horizontal wind turbines) The mass building variant might not be as great for lag and footprint, but its easier to expand (thanks construction bots) and you dont have to worry about introducing more products for better recipes. (altough higher mark animals/plant modules should still be introduced.) 5: For coke: once you got ur railbase setup (and managed by a Logistic train mod like cybersyn ideally) you can use priority to pool from several different big coke sources. The main one's to use once you have em unlocked are: Coke from the red hot coke process (from oilSands), and coke as a big byproduct of oil processing (hot residual oil). Those 2 can partially play off each other as well since oil processing can make you the naphta u need for oilSands. Making coke via the red hot coke process directly from coal might be a good last resort-esk thing to add. 6: For Railbases with lots of smaller-ish stops, like a cybersyn managed cityblock railbase, Id highly highly reccomend you to get get mods like merged chests, or train warehouses. Py already has warehouses for this, but theres a important difference here: those mods allow you to set a maximum storage slot count per chest/warehouse. Something that should be limited to 100 since high single item troughput from loaders + a giant inventory creates lots of UPS performance issues. Limiting it to 100 slots, and/or using single slot inventories + loading cranes (theres even a py variant of that mod) can massively help here once you scale up the base alot. 7: When u try and reach blue/chem science at some point after py2, you will need... the bees. The bloody bees. Their breeding mechanic is based on real bees with a queen that makes eggs and has a small 1% chance to die. Once you can support it, make a automated setup to make worker bees in the creature chamber to try and make a single queen bee. (use circuits to stop after the 1) The process can take for godamn ever, so ur best off starting early. After that , use helmod/facory planner + circuit networks to make sure u never run out of queen's again. Trust me on this: you will need massive amounts of these bees. Mainly due to the honey production being needed for almost all future animal foods, but also due to the venom for science. So be prepared to have them on a big scale. Theres a TURD upgrade called winter storage for them, that will massively increase their speed and productivity, in exchange for the queen death chance being much higher. As long as you account for the increased need for queen production, that one's probably by far the best one to pick. 8: Not all of the TURD upgrades are worth researching for early, but the ones u can afford especially for the basic materials i mentioned earlier, tend to very much be worth it. The choice of which one you take depends on how you wanna play the mod now and further down the line. For example: Theres a moss one that you can choose, that makes you able to grow moss without saline water(afaik). This is the one I chose since it made mass farming it on a huge plot with a bunch of farms much easier. (Id never reccomend the chlorine water one) 9: Makes a standartized circuit setup for upgrading animals/plants later. Most animals/plants follow the same formula of having a small chance to mutate the better variant. And once you have enough of the better variant, you can make more of it with another recipe. By using some basic circuit logic, you can mostly automate it, so once the critical amount of the better plant/animal is reached, it stops producing and gives u a global alarm over a programmable speaker that tells u to make the reproduction step for that better plant/animal (thats what I did anyway.) 10: Switch to getting carbon dioxide from biomass as soon as possible. The coke recipe is magnitudes more expensive, and you can locally make biomass everywhere. The best Producer of biomass is wood, despite the huge value kicalk might give you, if you math it out, making biomass from logs is still the best choice and much faster and more energy efficient. 11: Once you get hot air, use it , dont void it. It gives a huge (Afaik 33%) boost to whatever ore production you add it to. Initially its a byproduct only thing. But later, i think with py2 science, you can unlock a recipe to reheat it almost infinitely using the hot molten salt from your powerplants, allowing you to always use the boosted recipe. (Just keep in mind, that afaik that reheat recipe is extremely expensive on effective power usage.) The main usage of it for early game, if i remember right, is for glass and glassworks-products, mainly to reduce the huge liquid fuel consumption of glassworks. Later, any tier 3+ ore processing will massivly benefit from it as well, since the new liquid metal casting recipes work with much higher plates per recipe numbers. (Iron gets this at tier 2 processing already afaik) 12: Once you got bio powerplants unlocked, you can use the dried biomass chain to make huge amounts of power from nothing but water. Use Py's drilling rig thingy for water everywhere (tough its really slow) or smth like the water well mod. This allows you to make compact setups that produce extremely high amounts of power from essentially nothing; similarly to what ud see from seablock setups. The big advantage here, aside from them being really fun to math out and design, is that you can blueprint them in a grid and have extremely easily expandable power on a whim. 13: Antimony, like you mentioned, is quite the snowflake resource. Unlike with the other ores, I'd be very careful about building it's higher tier ore processing methods, since antimony's have a tendency to all of a sudden take a massive amount of other resources in addition. Other resources that you may not have the efficient recipes for (like plastic) or infrastructure for, to properly provide in large quantities. Helmod/factory planner are your friends here. I dont really have any tips for anything past the middle of chem science/halfway into py3. Since thats when u unlock beacons, and I stopped playing since I didn't find them fun. The beacons in this mod can be abused similarly, if not worse, to vanilla ones, together with Py Energy's insanely high output powerplants, to reduce every production chain to a single building thats running on absurd speeds, but the beacons around it alone will consume multiple Gigawatts of power constantly. If you wanna lean into that, is up to you. Ultimately, The py mod from py2 science and onward, will start giving you a bunch of different paths of how to go about producing things. How you approach it is ultimately up to you. You can use the power of project cybersyn to have maximum efficiency with byproducts from any cityblock design you may use. Or you can mass-void byproducts and brute force your way trough production, but the pay the price of massive power and ore demand. Or hybridize on the fly with local production of needed extra products. There's no real right or wrong on how to approach each production chain.
@bestxave
@bestxave 5 ай бұрын
Thanks for putting so much effort in! This will help a ton. It seems the main consensus is that I should use Cybersyn trains, so I’ll work towards that. Thanks again for the advice!
@dkir5933
@dkir5933 5 ай бұрын
@@bestxave Cybersyn, like LTN and other logistic train mods, will take a bit of getting used to, since they use circuit networks for configuration. You can use some online tutorials like nilaus'es for LTN if you prefer it explained that way. Cybersyn also provides a blueprint book on its mod page with premade stations to make the setups easier to grasp. Id reccomend it over LTN since cybersyn is effectivly a more UPS efficient LTN+ with more features. Personally, I use a merged chest limited to 100 slots and make it the lengh of 2 vanilla train wagons (with only 2 width) and 4 small loading cranes (for py's smaller cargo wagons) per cybersyn station. It's fast, easy to blueprint. Easy on UPS usage. And its easy to grasp since you don't need to deal with balancing warehouse loads thanks to merge chests allowing that kind of warehouse length. Just go into creative mode in a new save and play around with it. You'll be surprised how much effort it will save in the long run :3 This is everything I was able to remember now, since its been roughly a year since I played PY. But the creator is currently working on py for space (and afaik waiting for factorio 2.0) so it should still all apply. Im glad I could help out, and save you alot of pain! If you got any other questions, I'd be happy to help!
@panzervpl9406
@panzervpl9406 5 ай бұрын
@@bestxave Use cybersyn or ltn, anthing that lets you ship small amounts of items everywhere. Als note that rails are expensive af, it's actually the only modpack that had me building bi-directional rails with some normal sections to let trains pass, at least until I got to liquid metals as they're more efficient. It took me 200 hours to get everything running on rails and get the next science pack but it was worth it, it's easy to expand when everything is on rails and with ltn I was usion only about 150-200 trains and over a thousand stops, I used mostly 1-1, 1-4 (or 1-3 don't remember) and 3-10 (for long range mining).
@rhettbrown6341
@rhettbrown6341 5 ай бұрын
last I checked, turning coarse coal into normal coal is power positive, so they buffed it as some point
@dkir5933
@dkir5933 4 ай бұрын
Kinda weirded out by my response comments getting deleted instantly but I'll try again: When going for cybersyn, look at the premade blueprint books on its mod page. Those should give you a good introduction to it. Any logistics train manager mod will b a tad difficult to learn at first. If you wanna go for trains with more than 1 cargo wagon lengh of storage, id especially reccomend merge chests, since u can make the big chest wide enough to accommodate more. Meanwhile with traditional warehouses you would need to deal with warehouse balancing
@parliecharker4316
@parliecharker4316 5 ай бұрын
Great editing! Ty for your suffering as always.
@dkir5933
@dkir5933 5 ай бұрын
Awesome stuff man
@ivanmamulin2768
@ivanmamulin2768 5 ай бұрын
In Russian we name it «Пьяный Дон». Transliteration of “PyianiyDon”. And this can be translated to English like “Drunk Don”. All because in Russian Pyano is transliteration of Пьяно, which is short form of Пьяный. We also have idiom “Сыто-Пьяно»
@NexelitPlate
@NexelitPlate 4 ай бұрын
Да да, такой мод что только пьяным в него и играть
@ivanmamulin2768
@ivanmamulin2768 4 ай бұрын
@@NexelitPlate настоящий подпивас
@NexelitPlate
@NexelitPlate 4 ай бұрын
Wow!
@rhettbrown6341
@rhettbrown6341 5 ай бұрын
I have played PY up to green science, so I can safely say that a rail base is a MUST. As the game continues, the size of your Bus will balloon out of control. Unless you wish to mess around with a hundred+ lane Bus, switch to trains ASAP, as the longer you wait the harder it will be. I spent ~100 hours swapping out my bus, but it was so worth it.
@rhettbrown6341
@rhettbrown6341 5 ай бұрын
After think farther, you may have to wait to switch to trains for a bit for 2 reasons: 1. Cliffs, I built my base in a world with cliffs off, but you would need explosives, which are after green science. 2. Batteries, you are playing with LTN, which requires using some constant combinators. But the combinators require batteries, which are halfway to logistic science. In short, you have a bit to go before trains.
@dripthanos5595
@dripthanos5595 5 ай бұрын
another episode in only 9 days? your working very hard i can tell, good luck! btw, if you use the LTN or Cybersyn mod, trains are very good for Py, otherwise a large main bus will probably suffice.
@ivanmamulin2768
@ivanmamulin2768 5 ай бұрын
У него стоит LTN, это видно по очереди исследования
@panzervpl9406
@panzervpl9406 5 ай бұрын
I woulde die using a bus, trains are just better especially with the amount of byproducts.
@the_seeker.entity9206
@the_seeker.entity9206 5 ай бұрын
Like the stick figure adds awesome personality to the vids!
@crazyjake229
@crazyjake229 4 ай бұрын
LTN would help alot, or cybersyn but idk that one but i heard good things. Cant wait to see more!
@Chloe-bc6nj
@Chloe-bc6nj 5 ай бұрын
and you've just reached the point I stopped playing Py ! I don't know why i got demotivated after getting trains of all things, maybe it's because of their insane cost but oh well, you've made me want to play again now
@COI-O3
@COI-O3 5 ай бұрын
Another day Another Xave banger
@chrisd561
@chrisd561 5 ай бұрын
Can't wait to try the Py mods.
@kothostov
@kothostov 5 ай бұрын
Very cool, you are the only soul who is willing to play Py and upload it to KZbin.
@nilrem3
@nilrem3 4 ай бұрын
I can’t wait for the next episode
@SlashDE
@SlashDE 5 ай бұрын
I wouldn't build a train base before log science, bc you get cliff explosives, fast inserters, a way better solder recipe (for rails) and big electric poles at log science. Without those, building a train base can be very annoying. Especially bc of cliffs, slow inserters and the very expensive rails. Bc you have loaders though, it might be fine to start the train base now. So I'd say, do it however you want :) I built my first train at ~220h, after log science and after building a bot mall (I rebuilt my entire base before trains to assure a steady supply of materials for building the train base which I think was a good move). I had py science 1 at ~40h I think.
@panzervpl9406
@panzervpl9406 5 ай бұрын
I disabled cliffs for that reason, I hate them tbh, I switched to a train base the moment I unlocked ltn, i had py 1 at 30h and ltn at 60 because of batteries, after that did everything on rails and I think it was better move than continuing the spaghetti.
@SlashDE
@SlashDE 5 ай бұрын
@@panzervpl9406 yeah, I think in the end it just comes down to preference. There's not really a wrong way to play, some ways might just take longer than others, which is not a problem ofc
@panzervpl9406
@panzervpl9406 5 ай бұрын
@@SlashDE yeah true, I'm not saying anything is wrong with any way of playing, I just found it easier to change to rails as fast as possible
@ascaban6220
@ascaban6220 5 ай бұрын
Pyanadon? More like Py and a Don
@burrdid
@burrdid 5 ай бұрын
sadly getting trains doesnt mean you can convert to train base
@eduardomarcovics611
@eduardomarcovics611 3 ай бұрын
Hey man, i got into pyanodon after watching your first video, i barely got to trains with an 80% automatic process an have like sinked like 20 hours into trying to pivot into a train base. If you figure out a good system you would help me a lot
@gerrrrber
@gerrrrber 2 ай бұрын
Bro please give me more videos I’m addicted
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