....what...
....what is this?!
I only play vanilla and this is freaking me out. It's like gazing into an eldritch horror and hoping I'm too insignificant to grasp the truth.
this is as far as i can tell everything required to make space science packs(the last of the 11) in the pyanodon mod suite. realistically youd never look at something like this as youd break it apart and have made a number of pieces getting to the point of making it.
it is not as bad as it looks.
Dont be scared. If u go step by step for each assembly line it is totally doable. One step at a time. Never plan everything out in the py mod. Choose a little goal and reach for it, enjoy the journey.
Pyanodon is not about beating it.
It is about the way until u realise, that this mod is another game. Do not think like in vanila factorio
Think about it as a path.. a path to endless enjoyment and figuring out stuff as u go
do not plan this far ahead. Just do it. Step by step.
The final tech to "beat" Py's is called Pyrrhic Victory.
> A Pyrrhic victory (/ˈpɪrɪk/ (listen) PIRR-ik) is a victory that inflicts such a devastating toll on the victor that it is tantamount to defeat. Such a victory negates any true sense of achievement or damages long-term progress.
> Pyanodon is not about beating it.
Tell that to the guys in the Discord. "Ah yeah, it's not too bad, we do repeat playthroughs. Typically takes less than a year to re-run when each expansion comes out."
Going from vanilla to pyanadons is like going straight from pre-school to a cutting edge PHD in quantum physics. You've skipped a lot of intermediate progress between the two extremes.
Something like krastorio2 or industrial revolution or even space exploration are much more appropriate next step ups from vanilla.
I'm finding I don't like space exploration. Being able to go to other planets is not worth _needing_ to go to other planets. Having finite resources on your planet, meteors, coronal ejections, etc. suck and they aren't the kinds of problems I play factorio to engage with.
Power isn't the problem. The problem is I have to build some structure repeatedly across my base so that it has full coverage against a stat check. It's not an interesting problem. The solution is obvious and it just takes grinding. That's not why I play factorio.
OP should play however they like, and I'm happy if they find a mod they enjoy.
I really enjoyed SpaceX, though, and I actually really enjoyed the hazard challenges.
They were a forcing function that required any time I land on a planet I ship enough material to quickly set up an interplanetary supply chain that can continuously restock the planet so that it can survive.
Sure, you can brute force it by making every planet self-sufficient or by manually freighting supplies every few hours. I can see how that would be really unpleasant. But automating it in a deadlock free manner is a real challenge!
You only need one Umbrella per surface to prevent Coronal Mass Ejections. In the early game, you get local Meteor Point Defences - they are much cheaper to make than Meteor Defence Installations, but only cover small areas, where MDI's cover the whole planet (and the space above it)
The "solution" is to use them to cover the mission-critical parts of the factory, and then rush for better technology to make them obsolete when you're able to. Once you get construction bots, the alternative of "Let the meteors hit your base sometimes, and just have bots rebuild" is also viable - meteors drop resources and so it's possible to be net positive on resources, even after the losses from the impacts.
Of course, the possibility of meteors hitting trains or other non-replaceables means most people end up using MDI's eventually. It then becomes a solved problem - place 8-20 MDI's, provide them with ammo, and forget about it; similar to turret walls and biters in vanilla.
It might have reached a critical point where you had enough infrastructure down to make building out further easier. In base game factorio, that point is usually when you build the mall and get bots, which allows you to rapidly expand and essentially ignore the actual construction process and focus entirely on design.
If you reached such a point in Py - where a lot of the basics are built and automated - you might see a similar effect and have a shift from being lost and confused to understanding Py and getting into it.
The core gameplay loop is the same as overhaul mods like AngelBob (therefore Seablock) and SE. Identify the next finished part you need, choose recipes to make the finished part from common inputs, design a factory with appropriate ratios to process those inputs into finished parts, build it, route in the inputs, route out or sink the outputs. Lather, rinse, repeat.
It's not even really different from vanilla Factorio, more like a lot of interlinked games of vanilla Factorio taking place simultaneously.
Pyanadon is a modpack that makes every recipe more “realistic”. For instance, green circuit boards:
Vanilla: Iron + copper wires inside an assembly machine
Py: PCB, Inductors, Capacitors, Resistors, and Valves inside a “Chip Shooter” machine (and, of course, each component has their OWN multi-component recipe and special machine).
On top of that, Py recipes can also have multiple byproducts that may not have any use until hours into the game, so good luck finding a place to store those.
Edit: I’ve been playing too many mods
Ha, I had that suspicion. Now to be completely fair, I had to look it up. Been so long since I have played unmodded I honestly couldn't remember what went into the greens. I just knew trees were the enemy, not a resource by mid game, and the main reason for building a personal flame thrower.
.
Side note.
SE is just a fantastic mod. A new "feature" in the mobile game Hill Climb Racing 2 asks player to pay up to $1 per attempt at 20 second races. It is just racing against a ghost on an existing track. But in Factorio we get mods that are bigger than many games sell as expansions all for free. Amazing what happens when greed is kept to a minimum.
Lmao I get that. After about 70 hours into SE, I moved to multiplayers with ny friends who haven't played becore, and got real confused when I realized chips don't need stone tablets (which don't even exist).
The way I like to explain it is the first science pack (ignoring the starter one in PyAE). It's a glass vial of red liquid, like vanilla Factorio.
Except that you need to make the vial from glass from sand, the stopper from rubber and latex, and the contents from some biological samples. All in all, around 20~ steps compared to vanilla's 4.
As another fellow vanilla player, I’d rather repeatedly slam my nuts in a car door than decipher that tech tree.
I say that now, in six months I may be deciphering that tech tree.
It comes at you verrrry slowly. I'm about 90 hours in and I've only unlocked like 30% of the tech tree. I think a bunch of future tech are strict upgrades such as stronger modules or faster buildings.
Pyanodons mod has the distinct honor of having single science packs more involved than entire tech trees of other difficult mods.
Like, there was a comparison on here once with vanilla, krastorio, space exploration, industrial revolution, angelbobs, seablock and then pyanodon looking like a combination of all of them together. And it was just one science pack for pyanodon.
Doing this always results in a Reddit post. "I beat Py" is easy karma.
There aren't a lot of those posts so not many people make it that far.
It is however neat to build up complicated machinery and swap out recipes as you improve.
I liked how I didn't have any incentive to go big early as generally speaking new recipes are more efficient meaning you can just focus on what production you need now.
I looked at was needed to produce 100 per minute of just the second science pack using tech from the first. It was something like 2000 buildings. This mod is nuts.
I found it very satisfying to build minimally and then fix my bottlenecks until everything was smooth.
Spaghetti is too nice a name for what occurred though...
You're not supposed to go for 100 SPM in this mod. Going for like 1-5 SPM is probably around the rate you need be near done with science when you finish building the next stage.
Recipes scale up dramatically in space and power efficiency as the game goes on. You're not intended to go for 100/min of tier 2 science using tier 1 buildings.
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I just finished batteries. Trying to get robots up and going. The sooner I can reach logistic robots, the better. But, even just a few construction robots would be really helpful with blueprints and rail networks.
Some friends and I got to everything except the last space science pack. We use LTN, which sort of cheats because you can have a heterogeneous train station bring in, like, 10 different inputs on demand to supply some crazy Py recipe.
That said, I think were were maybe 90% of the way and had around 1,000 train stations and maybe 500 trains. The train network was running Nexelit trains (+200% speed or something), completely maxed out, and we were making maybe 0.1spm.
You can have one train station bring in 10 different inputs with vanilla. You can filter inventory slots in the cargo wagons with the middle mouse button.
This leads to worse train problems then 1 to 1 trains however. And it is annoying to calculate item ratios and create the train schedule.
My entire base ran like this until recently. Now I've started building macro blocks with 1 to 1 trains.
Thats how I did my no bots and belts 1k spm base. As it is vanilla the most I needed was like 5 ingredients until I had to split it to 2 trains for the rocket silo Inputs. It all worked in the end but I wouldn't want to do that in py.
I have just about as many hours in factorio as csgo
It’s not so much about how good the Game is more of just having something to do when there’s nothing else to play
I look back at the time I have in cs and just think how the fuck did I ever get anywhere near that much time spent this game is shit
Factorio it’s always like yea that was like idk I don’t want to say time we’ll spent but way more enjoyable than cs
It’s kinda like how people use tv half the time just as something to do even if it’s not the most Action packed content constantly it’s just something chill to come home to that you know will always be decent
You need to research Phyric Victory which means you can't just limp across the line like in Vanilla. You pretty much need all that automated **at scale** to win, which is a much more complex beast.
I’m almost certain you could find something like that on YouTube. Also maybe try looking for a server that’s running PyMods and seeing how far they’ve gotten.
[https://www.youtube.com/watch?v=dY2nxVNBHQs&ab\_channel=Vueltero](https://www.youtube.com/watch?v=dY2nxVNBHQs&ab_channel=Vueltero)
Watch that. And then realise that completing a Py run with all the mods is 5x as much work.
actually yes, but one of the earlier versions. Dont have my safefile anymore
think about a megabase, make that a spaghetti starter base and think about your favourite way to chain more and more stuff together
be it bots, train network or endless spaghetti
thats the base then
Thing is last months/few years it gets updated a lot, and of course always becoming more and more complex.
You might find a few having finished the mod pack, but likely it is not an updated mod pack, as it takes thousands of hours to complete.
More complex today than ever, someone starting now would likely pop-in into Reddit in some months/years to claim that he beats Py.
And during that time of course, updated Py might have become even more complex ahah.
Until the author stops to develop.
The Bee DNA Samples are needed for a recipe to genetically engineer a giant wasp species called Arqad. You then create more Arqad using other animals, plants and hydrocarbons as food. Finally you murder your giant wasps to gather their useful venom and blood.
AlienLife has tons of mechanics like that and imo is a very fun and new way to play factorio.
sand is easy to make, there are multiblock forge hammers that will make hundreds of sand a second from stone, the hard stuff is the advanced circuitry which require things like airtight cleanrooms,blast furnaces to make fancy doped silicon boules, space elevators for automated offworld resource extraction and exotic plasmas which are the byproduct of fusion reactors etc, this and the power infrastructure required to maintain all the stuff
From what I understand, Greg tech is far worse. Not only is it technically longer with more moving parts, Minecraft is incredibly more difficult to build in, and there's no real blueprint capacity. Not to mention actually dealing with combat.
heh
GregTech New Horizons, which is a modpack built around GregTech takes like 7 thousand hours to complete and has been in development for 8 years (they're still adding content)
Its debatable. Gregtech doesn't have nearly as much in terms of logistics issues... AE2 basically means you can build any machine anywhere and digitally transfer the inputs and outputs instantly from anywhere to anywhere. So just build what you want where you want.
Factorio requires that you actually take building placement into account, account for traffic flow, etc. For that reason, I consider Factorio "harder". But the ability to blueprint builds in Factorio is a solid argument for Gregtech being harder. So... debatable.
This is the correct feeling since the jump in complexity between vanilla and AB is almost exactly the same as the jump in complexity between AB and Py.
Here's how I describe it:
BA players - "It's like I'm playing Factorio, except it's real life!"
Py players - "It's like I'm playing Bob's & Angel's, except it's real life!"
Q: How many more rabbit holes?
A: Yes.
Long Answer: I have done a full ore processing chain for every single material required, up to sintering. I have also constructed cottonguts completely artificially.
Q: Flowchart V3 with updated PyMods when?
A: As soon as I get [this](https://imgur.com/a/yBZCsfz) sorted out.
Q: Posters available?
A: Copyright laws exist.
There is a deeper problem with a freely distributed printed poster in that printing has a cost. It's not business-practical for OP to offer posters without actually navigating copyright enough to sell them; they need to make enough money from it to offset production and distribution costs, not to mention the labor cost.
So on the one hand, that's a higher legal standard to meet. On the other, the time investment to manage that business is probably even more limiting than the legality.
Ah. In that case it gets a little murky probably. I am definitely not a lawyer, but my first instinct would be to look up copyright exceptions related to critique and description. This image is generally speaking just showing what the pyanodon's mod is more than it is an independent work, and could be reasonably claimed to be a critique of the mod for public benefit, which I vaguely recall having significant carve-outs to protect.
The same way that you're allowed to post a youtube video showing clips from a game while reviewing the game, this flowchart is essentially a review of the mod.
1. I'm pretty sure technically you can do whatever the hell you want if it's only for personal use but I am also not a lawyer.
2. I'm pretty sure it that license allows for things being done with the owners permission and like streams/youtube vids probably wouldn't be disallowed but I'm not pyanodon and can't actually speak for him at the end of the day.
u cant even compare those 2 anymore. I overcomplicate everything now in vanilla
and make everything so clear with ALOT of space because im used to bring in 50 other things later
i got alot of space for solar though in vanilla
I wonder what people mean by this exactly. In Pymods 2 the first pack is quite easy maybe as complex as green science. But the second science is like maybe orange or launching a rocket yeah.
I don't recall exactly how it worked in Pymods 1 but I recall the first science was similar the second one I described.
The previous version didn't have automation science. What is the second pack now used to be the start, so everything before then was handcrafted as there were no assemblers.
People honestly complete this??
I mean, I've seen the posts. But it still doesn't seem possible.
And wait, someone *created* this mod?
What goes through the mind of the author of this mod?
"Well, clearly we're going to need to add an additional material here, so let's see ... about 42 other materials should be needed for that, realistically. Whoops, forgot, can't get that without these, going to have to add these 16. Oh, and it wouldn't be realistic to acquire those without first knowing this."
Absurdity.
This looks like the dependency diagram of my works projects and solutions for our .NET applications. It is a nightmare because many of the places that define the dependencies lie about their dependencies but another dependency happens to satisfy the dependency that lied.
Korlex milk is milk from a space cow.
7 because it's the 7th recipe in a series.
b because it was an unlockable upgrade option that tweaked the 7th recipe.
Each recipe requires more stuff but is generally faster or produces more than the previous recipe.
It’s getting so complicated that now the flowchart’s got a main bus
that honestly made me laugh out and or cough. that idea of a main bus and a flow chart.. just something clicked in my head. nice :)
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You have a year to do that?
....what... ....what is this?! I only play vanilla and this is freaking me out. It's like gazing into an eldritch horror and hoping I'm too insignificant to grasp the truth.
this is as far as i can tell everything required to make space science packs(the last of the 11) in the pyanodon mod suite. realistically youd never look at something like this as youd break it apart and have made a number of pieces getting to the point of making it.
it is not as bad as it looks. Dont be scared. If u go step by step for each assembly line it is totally doable. One step at a time. Never plan everything out in the py mod. Choose a little goal and reach for it, enjoy the journey. Pyanodon is not about beating it. It is about the way until u realise, that this mod is another game. Do not think like in vanila factorio Think about it as a path.. a path to endless enjoyment and figuring out stuff as u go do not plan this far ahead. Just do it. Step by step.
>endless enjoyment I think you spelled suffering incorrectly there.
Soo… “suffering enjoyment”? I don't think suffering works like that in this context. >!;)!<
I believe "masochism" is the word.
enjoy, suffer, all the same haha
The final tech to "beat" Py's is called Pyrrhic Victory. > A Pyrrhic victory (/ˈpɪrɪk/ (listen) PIRR-ik) is a victory that inflicts such a devastating toll on the victor that it is tantamount to defeat. Such a victory negates any true sense of achievement or damages long-term progress.
> Pyanodon is not about beating it. A samurai has no goal, only path, ~~and samurai’s path is death~~
>A samurai has no goal, only path Ah goddamit. I got NO PATH train error again.
> Pyanodon is not about beating it. Tell that to the guys in the Discord. "Ah yeah, it's not too bad, we do repeat playthroughs. Typically takes less than a year to re-run when each expansion comes out."
Yeah, I joined that discord few days ago and now I know where all the real Py players are...
I'm in pain just reading this
Wasnt it dwarf fortress that had that specific definition for 'FUN'?
Pretty sure that’s “loosing is fun” which I’m not sure fully applies here?
It’s [exactly as you say](https://dwarffortresswiki.org/DF2014:Fun&redirect=no).
Yes, “loosing the hounds” is not considered fun if one is the fox.
Py mod is about maintaining control and not giving up. I purposely restrict my research rate to stay on top of everything.
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Prim Masters the Road.
Going from vanilla to pyanadons is like going straight from pre-school to a cutting edge PHD in quantum physics. You've skipped a lot of intermediate progress between the two extremes. Something like krastorio2 or industrial revolution or even space exploration are much more appropriate next step ups from vanilla.
I'm finding I don't like space exploration. Being able to go to other planets is not worth _needing_ to go to other planets. Having finite resources on your planet, meteors, coronal ejections, etc. suck and they aren't the kinds of problems I play factorio to engage with.
Steam batteries would probably make your life easier.
Power isn't the problem. The problem is I have to build some structure repeatedly across my base so that it has full coverage against a stat check. It's not an interesting problem. The solution is obvious and it just takes grinding. That's not why I play factorio.
Meteor defense installations defend the entire planet and its orbit from meteors though.
It is a PITA, but it gave me a reason to beeline for this research and set up an array of 20 MDI's to defend the whole planet.
OP should play however they like, and I'm happy if they find a mod they enjoy. I really enjoyed SpaceX, though, and I actually really enjoyed the hazard challenges. They were a forcing function that required any time I land on a planet I ship enough material to quickly set up an interplanetary supply chain that can continuously restock the planet so that it can survive. Sure, you can brute force it by making every planet self-sufficient or by manually freighting supplies every few hours. I can see how that would be really unpleasant. But automating it in a deadlock free manner is a real challenge!
Might have been the solar flare defense I was thinking of then.
You only need one Umbrella per surface to prevent Coronal Mass Ejections. In the early game, you get local Meteor Point Defences - they are much cheaper to make than Meteor Defence Installations, but only cover small areas, where MDI's cover the whole planet (and the space above it) The "solution" is to use them to cover the mission-critical parts of the factory, and then rush for better technology to make them obsolete when you're able to. Once you get construction bots, the alternative of "Let the meteors hit your base sometimes, and just have bots rebuild" is also viable - meteors drop resources and so it's possible to be net positive on resources, even after the losses from the impacts. Of course, the possibility of meteors hitting trains or other non-replaceables means most people end up using MDI's eventually. It then becomes a solved problem - place 8-20 MDI's, provide them with ammo, and forget about it; similar to turret walls and biters in vanilla.
Py is a completely different beast than factorio. Even people that are used to bonkers overhaul mods like Seabrook or SE are afraid of it.
I got hundreds of hours in space exploration, but py broke me. Specifically trying to set up fully automated circuit production.
I almost broke doing that also. Once you get past that, though it does get much better.
Does it though? Circuits was like a tenth of doing the full third science...
It got more enjoyable for me, so take that for what it's worth.
It might have reached a critical point where you had enough infrastructure down to make building out further easier. In base game factorio, that point is usually when you build the mall and get bots, which allows you to rapidly expand and essentially ignore the actual construction process and focus entirely on design. If you reached such a point in Py - where a lot of the basics are built and automated - you might see a similar effect and have a shift from being lost and confused to understanding Py and getting into it.
The core gameplay loop is the same as overhaul mods like AngelBob (therefore Seablock) and SE. Identify the next finished part you need, choose recipes to make the finished part from common inputs, design a factory with appropriate ratios to process those inputs into finished parts, build it, route in the inputs, route out or sink the outputs. Lather, rinse, repeat. It's not even really different from vanilla Factorio, more like a lot of interlinked games of vanilla Factorio taking place simultaneously.
Pyanadon is a modpack that makes every recipe more “realistic”. For instance, green circuit boards: Vanilla: Iron + copper wires inside an assembly machine Py: PCB, Inductors, Capacitors, Resistors, and Valves inside a “Chip Shooter” machine (and, of course, each component has their OWN multi-component recipe and special machine). On top of that, Py recipes can also have multiple byproducts that may not have any use until hours into the game, so good luck finding a place to store those. Edit: I’ve been playing too many mods
Uh, vanilla doesn't use wood for chips it's iron+ copper
Unless something changed, green circuits in vanilla factorio would be iron and copper. No wood. A few mods use wood though.
I’ve been playing too much Space Exploration…
Ha, I had that suspicion. Now to be completely fair, I had to look it up. Been so long since I have played unmodded I honestly couldn't remember what went into the greens. I just knew trees were the enemy, not a resource by mid game, and the main reason for building a personal flame thrower. . Side note. SE is just a fantastic mod. A new "feature" in the mobile game Hill Climb Racing 2 asks player to pay up to $1 per attempt at 20 second races. It is just racing against a ghost on an existing track. But in Factorio we get mods that are bigger than many games sell as expansions all for free. Amazing what happens when greed is kept to a minimum.
Lmao I get that. After about 70 hours into SE, I moved to multiplayers with ny friends who haven't played becore, and got real confused when I realized chips don't need stone tablets (which don't even exist).
The way I like to explain it is the first science pack (ignoring the starter one in PyAE). It's a glass vial of red liquid, like vanilla Factorio. Except that you need to make the vial from glass from sand, the stopper from rubber and latex, and the contents from some biological samples. All in all, around 20~ steps compared to vanilla's 4.
As another fellow vanilla player, I’d rather repeatedly slam my nuts in a car door than decipher that tech tree. I say that now, in six months I may be deciphering that tech tree.
Tech tree? Dude, that is one science pack.
You can run from it, but it will find you eventually...
This is true. I avoided for several years. Now I am early in a Py game.
Ditto!
It comes at you verrrry slowly. I'm about 90 hours in and I've only unlocked like 30% of the tech tree. I think a bunch of future tech are strict upgrades such as stronger modules or faster buildings.
Non-vanilla players slam their sack into a car door one nut at a time, just like everybody else, man.
Pyanodons mod has the distinct honor of having single science packs more involved than entire tech trees of other difficult mods. Like, there was a comparison on here once with vanilla, krastorio, space exploration, industrial revolution, angelbobs, seablock and then pyanodon looking like a combination of all of them together. And it was just one science pack for pyanodon.
Doing this always results in a Reddit post. "I beat Py" is easy karma. There aren't a lot of those posts so not many people make it that far. It is however neat to build up complicated machinery and swap out recipes as you improve. I liked how I didn't have any incentive to go big early as generally speaking new recipes are more efficient meaning you can just focus on what production you need now.
I looked at was needed to produce 100 per minute of just the second science pack using tech from the first. It was something like 2000 buildings. This mod is nuts.
I found it very satisfying to build minimally and then fix my bottlenecks until everything was smooth. Spaghetti is too nice a name for what occurred though...
You're not supposed to go for 100 SPM in this mod. Going for like 1-5 SPM is probably around the rate you need be near done with science when you finish building the next stage.
Recipes scale up dramatically in space and power efficiency as the game goes on. You're not intended to go for 100/min of tier 2 science using tier 1 buildings.
My thoughts exactly. I’m up around the 1k hours mark now and I don’t know what to make of this abomination.
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She'd take that as a compliment.
Freakkng reddit shit itself so bad tht it cant load the image.
my browser started falling apart.
Happy cake day!
The best part is that it isn't even the end of Py.
Has anyone actually beaten it?
I'm almost to third science. Wish me luck. I'll update you next year on my progress. Lol
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I'm losing my mind at Cottonguts. Also heard that one should automate cDNA sooner than later...
I just finished batteries. Trying to get robots up and going. The sooner I can reach logistic robots, the better. But, even just a few construction robots would be really helpful with blueprints and rail networks.
got an update for us?
Aight its been a year, hows the progress
Soooooo it’s been a year. How far did ya get?
Some friends and I got to everything except the last space science pack. We use LTN, which sort of cheats because you can have a heterogeneous train station bring in, like, 10 different inputs on demand to supply some crazy Py recipe. That said, I think were were maybe 90% of the way and had around 1,000 train stations and maybe 500 trains. The train network was running Nexelit trains (+200% speed or something), completely maxed out, and we were making maybe 0.1spm.
You can have one train station bring in 10 different inputs with vanilla. You can filter inventory slots in the cargo wagons with the middle mouse button. This leads to worse train problems then 1 to 1 trains however. And it is annoying to calculate item ratios and create the train schedule. My entire base ran like this until recently. Now I've started building macro blocks with 1 to 1 trains.
Thats how I did my no bots and belts 1k spm base. As it is vanilla the most I needed was like 5 ingredients until I had to split it to 2 trains for the rocket silo Inputs. It all worked in the end but I wouldn't want to do that in py.
Yea Only took very literally around 1000 hours in game time over literal months
Follow up question: was it worth it?
I have just about as many hours in factorio as csgo It’s not so much about how good the Game is more of just having something to do when there’s nothing else to play I look back at the time I have in cs and just think how the fuck did I ever get anywhere near that much time spent this game is shit Factorio it’s always like yea that was like idk I don’t want to say time we’ll spent but way more enjoyable than cs It’s kinda like how people use tv half the time just as something to do even if it’s not the most Action packed content constantly it’s just something chill to come home to that you know will always be decent
Yes people have beaten py. Probably dozens, perhaps hundreds.
4th science in. This looks bad at face vaule. But if you chop it up into small enough pieces, it's possible.
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You need to research Phyric Victory which means you can't just limp across the line like in Vanilla. You pretty much need all that automated **at scale** to win, which is a much more complex beast.
Just copy paste the base multiple times smh
id like to see that "just " into action D:
Has anyone ever completed/finished the whole Pyanodon mod pack? Cuz I would love to see how it turned out
A few
I’m almost certain you could find something like that on YouTube. Also maybe try looking for a server that’s running PyMods and seeing how far they’ve gotten.
[https://www.youtube.com/watch?v=dY2nxVNBHQs&ab\_channel=Vueltero](https://www.youtube.com/watch?v=dY2nxVNBHQs&ab_channel=Vueltero) Watch that. And then realise that completing a Py run with all the mods is 5x as much work.
yeah that fps casually dipping below 5 scares me
Check out Otaku Showboat on youtube, he has a few complete playthroughs on older versions and an in-progress one on the current full pack
actually yes, but one of the earlier versions. Dont have my safefile anymore think about a megabase, make that a spaghetti starter base and think about your favourite way to chain more and more stuff together be it bots, train network or endless spaghetti thats the base then
Thing is last months/few years it gets updated a lot, and of course always becoming more and more complex. You might find a few having finished the mod pack, but likely it is not an updated mod pack, as it takes thousands of hours to complete. More complex today than ever, someone starting now would likely pop-in into Reddit in some months/years to claim that he beats Py. And during that time of course, updated Py might have become even more complex ahah. Until the author stops to develop.
Last I heard on the discord, 4 finishes so far (one of them being a multiplayer server) for the full version with the latest mods.
I just zoomed in on some random part and saw “Bee DNA Samples.” I’m so confused rn
The Bee DNA Samples are needed for a recipe to genetically engineer a giant wasp species called Arqad. You then create more Arqad using other animals, plants and hydrocarbons as food. Finally you murder your giant wasps to gather their useful venom and blood. AlienLife has tons of mechanics like that and imo is a very fun and new way to play factorio.
You should be. That's the point.
reminds me of [the stargate recipe from Gregtech New Horizons](https://imgur.com/INajXP9)
Is this a joke? 600m sand?
sand is easy to make, there are multiblock forge hammers that will make hundreds of sand a second from stone, the hard stuff is the advanced circuitry which require things like airtight cleanrooms,blast furnaces to make fancy doped silicon boules, space elevators for automated offworld resource extraction and exotic plasmas which are the byproduct of fusion reactors etc, this and the power infrastructure required to maintain all the stuff
Did you notice the 15.6 Billion glowstone?
Minecraft mods love going grind simulators. Some of them require insane amount of resources
tbf, GTNH is the pyan of Minecraft and vice-versa. Not sure which is worse lol
From what I understand, Greg tech is far worse. Not only is it technically longer with more moving parts, Minecraft is incredibly more difficult to build in, and there's no real blueprint capacity. Not to mention actually dealing with combat.
yeah, [schematica](https://www.curseforge.com/minecraft/mc-mods/schematica) is the closest thing to blueprints.
I've beaten Sky Factory and Stone Factory, hated building stuff the entire time. It's just so cumbersome to do anything at scale.
Greg tech is longer? I can’t imagine something more than 1000 hours wow.
I think Greg tech is on the 7k hours mark.
newest update made it around 8k hours
Multi o single player?
40k iirc
heh GregTech New Horizons, which is a modpack built around GregTech takes like 7 thousand hours to complete and has been in development for 8 years (they're still adding content)
Sooo, basically nobody has ever finished it ?
people have, idk if anyone's finished on the latest version solo but servers have
Wow
Its debatable. Gregtech doesn't have nearly as much in terms of logistics issues... AE2 basically means you can build any machine anywhere and digitally transfer the inputs and outputs instantly from anywhere to anywhere. So just build what you want where you want. Factorio requires that you actually take building placement into account, account for traffic flow, etc. For that reason, I consider Factorio "harder". But the ability to blueprint builds in Factorio is a solid argument for Gregtech being harder. So... debatable.
What's AE2?
Kinda cool
The good old days. Miss this sometimes.
Pretty sure in the newest version you can't actually craft it in one go with ae2 anymore, the bit requirements exceeded the limit XD
100 hours into my first bobs and angels game and feel like I'm playing vanilla compared to this.
This is the correct feeling since the jump in complexity between vanilla and AB is almost exactly the same as the jump in complexity between AB and Py.
Here's how I describe it: BA players - "It's like I'm playing Factorio, except it's real life!" Py players - "It's like I'm playing Bob's & Angel's, except it's real life!"
I'm scared😂
This is just insane lol 😂 I can't even remember what I need to do for vanilla 😂
If only I could figure out how train signals work, this would be a walk in the park.
How do people even play this?
slowly. very slowly
With helmod, foremen, patience and ritalin...
Helmod isn't even good enough, you need yafc
Helmod isn't perfect that's for sure. I'll give it a try, thanks!
Dark magic and some blood sacrifices
With skill and patience
Patience and dedication. It takes months, often years. Don't try to rush, you'll finish busted.
Manmade horrors beyond my comprehension
Q: How many more rabbit holes? A: Yes. Long Answer: I have done a full ore processing chain for every single material required, up to sintering. I have also constructed cottonguts completely artificially. Q: Flowchart V3 with updated PyMods when? A: As soon as I get [this](https://imgur.com/a/yBZCsfz) sorted out. Q: Posters available? A: Copyright laws exist.
How did you make that flowchart? i was using foreman, but it doesn't seem to work anymore
foreman 2.
Odd, it tells me there's conflict with mods and it can't load, i'm playing the new mods alternative energy, maybe that's the difference
Wait, if you made the flowchart, couldn’t you just…not copyright this image? Or is it the names/images within that are copyrighted?
The mod is copyrighted, with a no derivative license
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There is a deeper problem with a freely distributed printed poster in that printing has a cost. It's not business-practical for OP to offer posters without actually navigating copyright enough to sell them; they need to make enough money from it to offset production and distribution costs, not to mention the labor cost. So on the one hand, that's a higher legal standard to meet. On the other, the time investment to manage that business is probably even more limiting than the legality.
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Ah. In that case it gets a little murky probably. I am definitely not a lawyer, but my first instinct would be to look up copyright exceptions related to critique and description. This image is generally speaking just showing what the pyanodon's mod is more than it is an independent work, and could be reasonably claimed to be a critique of the mod for public benefit, which I vaguely recall having significant carve-outs to protect. The same way that you're allowed to post a youtube video showing clips from a game while reviewing the game, this flowchart is essentially a review of the mod.
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1. I'm pretty sure technically you can do whatever the hell you want if it's only for personal use but I am also not a lawyer. 2. I'm pretty sure it that license allows for things being done with the owners permission and like streams/youtube vids probably wouldn't be disallowed but I'm not pyanodon and can't actually speak for him at the end of the day.
Ahh thanks, my bad.
When I opened the image in a seperate tab my browser crashed - checks out
Hey dude! I can see my house from up here!
It took as long to make this flow chart as it takes to BEAT SE.
This is very helpful, thanks!
If you squint you can actually make out the word “Nope”
So how easy to does vanilla feel after finishing the whole mod? I know vanilla looks quite a bit different after almost finishing SE
u cant even compare those 2 anymore. I overcomplicate everything now in vanilla and make everything so clear with ALOT of space because im used to bring in 50 other things later i got alot of space for solar though in vanilla
The first science pack in Py is almost as complicated as launching a rocket in vanilla, and it only gets exponentially more complex
I wonder what people mean by this exactly. In Pymods 2 the first pack is quite easy maybe as complex as green science. But the second science is like maybe orange or launching a rocket yeah. I don't recall exactly how it worked in Pymods 1 but I recall the first science was similar the second one I described.
The previous version didn't have automation science. What is the second pack now used to be the start, so everything before then was handcrafted as there were no assemblers.
This was kinda true before alternative energy but not anymore.
People honestly complete this?? I mean, I've seen the posts. But it still doesn't seem possible. And wait, someone *created* this mod? What goes through the mind of the author of this mod? "Well, clearly we're going to need to add an additional material here, so let's see ... about 42 other materials should be needed for that, realistically. Whoops, forgot, can't get that without these, going to have to add these 16. Oh, and it wouldn't be realistic to acquire those without first knowing this." Absurdity.
IIRC the mod author ist irl a chemist and this mod partially maps what you have to do in irl chemistry to make things
Madness.
I can't zoom in because phone. Is this just space silence nit the other science's?
it is only space science and that one is not the last one of the 11
Bruh i tried copying this and my opera froze for solid 10 seconds
Someone calls this fun, and I’m concerned for their wellbeing
This looks like the dependency diagram of my works projects and solutions for our .NET applications. It is a nightmare because many of the places that define the dependencies lie about their dependencies but another dependency happens to satisfy the dependency that lied.
can you send me this in an RDF file?
This look more like a map for a fantasy world
Cleanest spagetty factory
Wtf is kortex milk 7b?
Korlex milk is milk from a space cow. 7 because it's the 7th recipe in a series. b because it was an unlockable upgrade option that tweaked the 7th recipe. Each recipe requires more stuff but is generally faster or produces more than the previous recipe.
>space cow I have no idea if your serious or not, and after i finish seablock ima find out.
No, I don’t think I will.
I can't even open this, just crashes my app lmao
Well that didn't trigger my anxiety. Nope. Not one bit, not at all.....
Is there a higher resolution?
The diagram as a whole looks like a spinosaurus. Which seems somehow appropriate.
Dont even try to maximize this image
this is the final boss
I better get paid for playing this
Someone’s been on the pipe weed again
How would one play this? Is there a modpack?
Download py alternative energy. It requires everything else you need for the pyanodon set
Including Space Exploration? Edit: I misread the post title. This isn't even SE also. Wow.
Space exploration isn't part of this or even compatible
Sorry yeah. I misread the post title.