I don't know, i think Pymods target the audience which won't be discouraged by such (maybe even better they discover the spirit earlier than after hundred hours )
As for myself i can't wait to get my hands on this, looks deliciously complex
Moderator: pyanodon
I don't know, i think Pymods target the audience which won't be discouraged by such (maybe even better they discover the spirit earlier than after hundred hours )
I think you make some good points but I think you just confirmed that the mod is shaping up to be what we all know and love about the Pyanodon mods. I picked playing this mod over ones like Bobs & Angels because I have limited time to play and so I wanted to just stick with the hardest one from the beginning. Most "new" people probably should get their feet wet in another mod set if this feels overwhelming.
But there's no item called "petroleum".Squelch wrote: ↑Sun Jan 26, 2020 9:05 pm Oh, yes, all of the above. Don't get me wrong, Py suite is most probably not for the faint of heart. I was merely commenting on how much more complex the early game in PyAl appeared to be, and that might just be a little too much for some. Not a complaint, but merely an observation.
As for biters, I do have them enabled, but nerfed to allow me to get established and then have to fight them off the resource patches I need. It also makes me consider pollution, and I've found that "guarding" the most polluting of areas with a ring of pollution absorbing buildings, even if ultimately less efficient, pays dividends. Each to their own I guess.
[Edit to add]
The only thing that triggers me as in any way unrealistic, is gasoline vs petroleum. They are the same thing, but interchangeable names (British commonwealth English vs US English) and I find it hard to reconcile every time I come across needing one or other for a recipe. I've grown used to being able to switch between, and use them depending on real life situations. Nexelit, is a fantasy substance, and that I can handle I hasten to add.
Squelch wrote: ↑Sun Jan 26, 2020 9:05 pm [Edit to add]
The only thing that triggers me as in any way unrealistic, is gasoline vs petroleum. They are the same thing, but interchangeable names (British commonwealth English vs US English) and I find it hard to reconcile every time I come across needing one or other for a recipe. I've grown used to being able to switch between, and use them depending on real life situations. Nexelit, is a fantasy substance, and that I can handle I hasten to add.
Before it derails : to the pYOil ?
Ok. petroleum [gas] to be precise.
Each to their own, and nobody has complained or forced anything on anyone else.Sopel wrote: ↑Sun Jan 26, 2020 10:50 pm Regarding biters... I cannot understand what people find fun in having to deal with stupidly overpowered (in py) creatures that just sidetrack you from the core concepts of the game. Pymods are explicity not made to be played with biters. Nobody cares.
Regarding scaring new players... The earlier the less they suffer. Pymods shouldn't be deceptively easy.
Eh...there's something to be said for reducing the pain that it takes to get some basic automation going, and then throwing them off the cliff when they actually have the tools to deal with it in hand. This is part of why I have previously proposed "circuit board 0" as an automatable item with the handcraft circuit board 1 recipe, going into inserters, assemblers, splitters, and also into the early game py buildings like the DDC and the fawogae plantation. (Perhaps resulting in crappy mk0 versions of these machines, if you want.) Then force players into the actual circuit 1 at some point, perhaps in logistic science if you want to be a bit cruel, or as an obstacle in the path to circuit 2 if you want to be nice.
i actually do have some stuff i want to do with that. i want to expand it so you actually play as like a biter "queen" or whatever and have to deal with the ai creating a factory on your planet.
I do play with bitters with any other mods (Py, IR, etc.), it's usually enough to have good pollution control + 1 cheap turret (like IR for example) and you're good to go. Of course if you don't care about pollution, this won't do but pollution is supposed to be something to control in first place. And i play with most difficult pollution settings so it's definitely doable. Of course, i understand some / lots of people don't likekingarthur wrote: ↑Mon Jan 27, 2020 6:10 am we are well aware that the early game needs some attention and its coming but one thing at a time. still havnt got pyal. ive looked in to several of the early game mods. ir, armorphasma coal and steam, bit of bobs steam stuff, and aai industries. looking at what the others have done and what works and what doesnt.
ive started some experiments for some stuff currently but had to put it on hold to work on pyal
well the biggest flaw is that the game use pollution production not the pollution the biters absorbed as part of evolution. so no matter how do you control it the pollution still increases evolution even if the biters never get any. i like the idea of pollution mattering and needing to control it but if your still getting penalized even when you hamstring yourself to control pollution it stops being fun. although in writing this ive just had an idea. need to test will say more if it pans outDarkyPupu wrote: ↑Mon Jan 27, 2020 9:16 amI do play with bitters with any other mods (Py, IR, etc.), it's usually enough to have good pollution control + 1 cheap turret (like IR for example) and you're good to go. Of course if you don't care about pollution, this won't do but pollution is supposed to be something to control in first place. And i play with most difficult pollution settings so it's definitely doable. Of course, i understand some / lots of people don't likekingarthur wrote: ↑Mon Jan 27, 2020 6:10 am we are well aware that the early game needs some attention and its coming but one thing at a time. still havnt got pyal. ive looked in to several of the early game mods. ir, armorphasma coal and steam, bit of bobs steam stuff, and aai industries. looking at what the others have done and what works and what doesnt.
ive started some experiments for some stuff currently but had to put it on hold to work on pyal
Anyway, pollution control is the key.
So, "only" :When i was talking about difficult settings, it was purely about "pollution absoption per kill / per tree / per ground etc."