Search found 30 matches

by Lurve
Fri Sep 20, 2019 7:38 pm
Forum: PyMods
Topic: Re: Pymods Feedback
Replies: 16
Views: 5296

Re: Pymods Feedback

Point of view context: I've played through automating circuits 2, just before pyPH was released. I've no idea what "tholins" are, maybe they would have changed things. The power generation options are far and away the best part of the mods. Most everything else feels like it's being a pain...
by Lurve
Fri Sep 20, 2019 4:51 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 270374

Re: [0.17+] Space Exploration WIP

Lurve, Thanks for your response! We tried 'growing' wood and fish using the growth facility, and then converting them to biosludge, but it appeared to be a 1:1 input:output situation, where there was no actual positive benefit. We're also playing with -really- hard biters, and our bases are veritab...
by Lurve
Thu Sep 19, 2019 3:34 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 270374

Re: [0.17+] Space Exploration WIP

This is an absolutely fantastic mod. Love every bit of it. One minor suggestion: would it be possible to scale rocket part losses to the same factors fuel use is based off? I'd like to be able to set up a rocket trading network between specialized space bases, but the sizable rocket part loss (still...
by Lurve
Wed May 01, 2019 11:30 am
Forum: PyMods
Topic: What should we do next?
Replies: 29
Views: 8327

Re: What should we do next?

Which of the options will add the most alternate production pathways? Right now what I feel is missing isn't so much more content as more choices. For all the new stuff in pymods, once you start planning out "A needs B, B needs C, C needs D..." it's pretty linear. A critter that crapped ou...
by Lurve
Mon Apr 08, 2019 3:18 pm
Forum: PyMods
Topic: Overlapping ores. One cannot be mined
Replies: 3
Views: 1824

Re: Overlapping ores. One cannot be mined

Easiest solution is to get what you can and ignore the rest. There are other patches. Less easy solution: when a miner starts a drill cycle, it chooses an ore tile at random from its area and produces that. If you have a patch of A with a little B, the miner will drill A until it rolls a B tile and ...
by Lurve
Mon Apr 01, 2019 6:56 pm
Forum: PyMods
Topic: PyRO Chains Analysis
Replies: 74
Views: 23255

Re: PyRO Chains Analysis

BlueTemplar wrote: ↑
Mon Apr 01, 2019 6:50 pm
They're also designed to be positive from the get go, without the need of any productivity modules...
Which is why it surprised me that productivity modules were disabled for doing it accidentally later on, is all.
by Lurve
Mon Apr 01, 2019 6:27 pm
Forum: PyMods
Topic: PyRO Chains Analysis
Replies: 74
Views: 23255

Re: PyRO Chains Analysis

One element I think you're missing is the use of production modules. If the longer chains offer more places to shove prod mods, that can build to a pretty impressive multiplier even if the baseline production is modest. Actually Pyanodon removed a lot of the production module recipes that kingarthu...
by Lurve
Mon Apr 01, 2019 5:55 pm
Forum: PyMods
Topic: PyRO Chains Analysis
Replies: 74
Views: 23255

Re: PyRO Chains Analysis

One element I think you're missing is the use of production modules. If the longer chains offer more places to shove prod mods, that can build to a pretty impressive multiplier even if the baseline production is modest. Actually Pyanodon removed a lot of the production module recipes that kingarthu...
by Lurve
Mon Apr 01, 2019 2:56 pm
Forum: PyMods
Topic: PyRO Chains Analysis
Replies: 74
Views: 23255

Re: PyRO Chains Analysis

One element I think you're missing is the use of production modules. If the longer chains offer more places to shove prod mods, that can build to a pretty impressive multiplier even if the baseline production is modest. The yields for lead, nickel and zinc jibe with my experience of them as bottlene...
by Lurve
Fri Mar 29, 2019 5:49 pm
Forum: PyMods
Topic: Why is pY tuned for such slowness?
Replies: 26
Views: 9127

Re: Why is pY tuned for such slowness?

But PyRO is just retarded however you look at it. I went through the recipes to see how things go around and my conclusion is that the complexity and space required for next tiers completely negates the bigger gains. That's actually one of my favorite design bits. Upgrading whenever you can is not ...
by Lurve
Wed Mar 27, 2019 9:16 pm
Forum: PyMods
Topic: Why is pY tuned for such slowness?
Replies: 26
Views: 9127

Re: Why is pY tuned for such slowness?

Complexity has nothing to do with the pacing. Requiring 200 aluminum ore for a fast inserter (13 seconds of a full yellow belt!) is what sets it, not the complexity. And what makes a mall impossible to do early-to-mid game is the circuit recipe. Which is not a problem as such, but kills solutions l...
by Lurve
Mon Mar 25, 2019 5:56 pm
Forum: PyMods
Topic: Production Modules Everywhere!
Replies: 6
Views: 2043

Re: Production Modules Everywhere!

You don't get three times as much? Or is time encoded in the energy requirement, and it takes three times as long?
by Lurve
Mon Mar 25, 2019 5:53 pm
Forum: PyMods
Topic: Suggestions for getting started on Pyanodon?
Replies: 19
Views: 11781

Re: Suggestions for getting started on Pyanodon?

Overall, I think the level of masochism is overstated. The general philosophy is to start you with a massively inefficient process, but bootstrap to something better fairly quickly. If you're familiar with Angel's refining, it's a lot like that but more so, with each metal having a unique chain so ...
by Lurve
Mon Mar 25, 2019 5:44 pm
Forum: PyMods
Topic: Production Modules Everywhere!
Replies: 6
Views: 2043

Re: Production Modules Everywhere!

It's faster and you need two-thirds less lamp.
by Lurve
Mon Mar 25, 2019 5:41 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 102860

Re: pY Industry - Discussion

pyanodon wrote: ↑
Sat Mar 23, 2019 11:30 am
Fixed
As long as you're rooting around in there, stack inserter research has the same problem with those two techs. Stack inserters need circuit 2s, but the tech itself and the first non-stack inserter +1 bonus below it should otherwise be reachable without blue science.
by Lurve
Fri Mar 22, 2019 5:31 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 102860

Re: pY Industry - Discussion

pyanodon wrote: ↑
Fri Mar 22, 2019 3:21 pm
Lurve wrote: ↑
Fri Mar 22, 2019 3:20 pm
I can confirm this as well. All pymods, no other tech-tree-affecting mod. Logistic robots only need red/green, but have a dependency on some blue techs.
which ones?
AcolyteOfRocket wrote: ↑
Mon Mar 18, 2019 7:09 pm
Fuel Production and Advanced electronics,
Pretty sure these. I'll doublecheck later.
by Lurve
Fri Mar 22, 2019 3:53 pm
Forum: PyMods
Topic: Suggestions for getting started on Pyanodon?
Replies: 19
Views: 11781

Re: Suggestions for getting started on Pyanodon?

Would anyone who enjoys Pyanodon consider posting their mod list? Perhaps they could give a brief description of their pain level as well - haha In 0.16 I used all pymods + bob's logistics & inserters. Made a single mess of spaghetti and bots that I took past circuits 2 before 0.17 dropped and ...
by Lurve
Fri Mar 22, 2019 3:20 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 102860

Re: pY Industry - Discussion

I can confirm this as well. All pymods, no other tech-tree-affecting mod. Logistic robots only need red/green, but have a dependency on some blue techs.
by Lurve
Wed Mar 20, 2019 6:18 pm
Forum: PyMods
Topic: Suggestions for getting started on Pyanodon?
Replies: 19
Views: 11781

Re: Suggestions for getting started on Pyanodon?

Add all the mods. It's like a cold pool. Jump in and you'll acclimate faster. Trying to creep in slowly will just make every new step as frigid as the first.
by Lurve
Tue Mar 19, 2019 3:38 pm
Forum: PyMods
Topic: a problem with building upgrades
Replies: 4
Views: 1707

Re: a problem with building upgrades

Isn't it the goal to have to tear everything up and reconfigure it every time anything changes?

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