#PyHardmode 73x science multiplier
1 messages · Page 1 of 1 (latest)
I'm not on my computer at the minute, but once I get around to it I'll post a few pictures
wait why 73x? it just seems like an odd number to go for.
long story very short, girlfriend's idea
most of the base so far
some science plans
aiming for 180SPM
log production, havent gotten around to building most of it yet
and of course.... everything is in a power death spiral :)
thats the next issue i need to fix
my current energy output is the equivalent to that of a childs kite
and buffers are overflowing everywhere :)
upgraded wood processing a bit, then steel... then brownout immediately
had to add another 2 power plants, then steal a line of coal from carbolic oil
i was able to move most of the raw coal refining processes down to steel smelting, so it's all centralized for the most part
i also upgraded iron processing with jaw crushers, so i get a bit of stone from that to supplement the pitiful stone mine
the iron patch is running out fast, but i don't have enough output from the coal patch to power anything more, my base is already pushing the limits, so i need to tap a new coal patch first
a couple more brownouts later, and i have half of a powerplant running on a northwestern coal patch
localized ash separation and soot separation included, just running a powerline back to the base
eventually, i'll run soot and iron oxide to the base so nothing overflows there
it has a self-contained generator, and independent coal supply
also deals with the ash from coal mining (and eventually iron mining once i hook that up)
right now the base is on life support, only running iron production cause i need so much of it
when trying to find water for the powerplant, i found a mediocre iron patch a few chunks north. much closer than the one fifteen chunks west, but oh well. i have another for when i need it
pics to come soon
iron and steel processing
(pitiful) initial iron patch, almost gone at 20 hours
stone bricks (mostly from iron ore crushing)
science! bottlenecked by stone brick production
labs & starter coal patch
primary powerplant, most likely gonna remove once i get the secondary dedicated plant up and running
just researched the car while taking the pics... normal techs take (roughly) 30 seconds to complete
just to show how overkill this is
coal patch and powerplant (it doesnt fit on screen)
i'll probably remove soot separation from here once i get the rest of it running and move it down to the main base where i can use the resources... but i'm definitely gonna be separating the ash on-site, i already have something like 5 belts of it running around when everything is running full steam
how´s it going? I already heard a bit about pyanodons and I´d love to see this game going on
I do plan on streaming it tonight, i have some updates
Ill also probably update this log
streaming now if you're interested
https://twitch.tv/protocol_1903
thanks for the information, was a bit too late for me yesterday, was already sleeping but over the next week I think I´ll be more avavible to watch
Ill update this and/or stream again todsy
if you're as crazy me, you could also do something like x5k
I'm doing a space age x10k run right now
I think pyanodons is hard enough on it´s own, the recepy chains which scared me off before even looking at the pyanodons mod. I am doing an absurd SA vanilla challange combo which will take over 500 hours to finish, pyanodons I think is about the same time if not more on it´s own
I'd say my x10k run will probably take several thousand hours to finish
it took me 500 hours just to get chemical science
oh, my current SA run took 155 hours to chem science and that´s with x10 research cost
by now I know that even with x100 it would still not be slower by much due to quality challange
I can't wait until I can get to vulcanus
That'll make science production much easier
and I can´t wait for insanity Glebba, my first planet after nauvis
that´ll make building my factory much easier
pY is long enough of an experience. doing it with any science multiplier above like 10x causes it to get much longer. hardmode again makes it longer, but with a science multiplier this time compounds. and i'm thinking of adding some rules as far as TURDS go, which will also make it longer
if i really wanted to play this one save for the next couple decades... then x5k is the way to go
what´s TURDS?
it also doesn't add any interesting complexity above 100x other than 'does it stack' so it just makes the game longer for the case of making the game longer. 10x-100x is where the real complexity lies, you spend more time doing research and need more than a couple buildings of infrastructure, so you need to plan things out more. temporary builds wont cut it
TURDs are optional researchable upgrades to different recipe chains and buildings that improve/modify recipes or machines. stuff like making recipes faster, adding more efficient recipes, other ways to make items/fluids, etc.
each of the researches is much longer than normal tech for that tier, and each one gives you three options for which upgrades you would like
I am so happy that I don´t touch py
a TURD compared to its base counterpart
yep, basically a x10 research multiplyer on those few techs
for moondrops, i can have them consume copper for much higher production ratios, a new recipe for methane, or a free co2 recipe. each of these options might also change how the building works, in the second option making it 50% slower but with 35% productivity, in the last choice making it 50% faster but consume 100% more power
these building modifications affect all buildings on the map, not just those making the new recipes
usually you unlock them early enough to not have a ton of production already existing
and most of the upgrades aren't super base breaking in most cases
new copper mine going up, the old one is basically empty
yay burner drills and inserters!... with... water?!
doubled up iron production
yup, copper needs water to mine
fun...
current copper mine (rip starting resources)
I think I´ll wait till the stream is up and then ask like a million questions
stuff to make carbolic oil so i can mine stone (i dont have recipes to deal with byproducts yet so i havent built it yet)
current powerplant design, i still need to finish the last stack
base atm, the coal patch in the bottom right i need to tap for the copper mine
i'll probably have stream up in the next hour or so, i need sustinence
Bet
stream is up
@sly epoch @mild ether ^^
the iron mine just finally ran out. rip starter resources.
some minor spaghetti
copper and iron smelting, kinda neat imo
-# hold on gotta drive to the copper mine
final copper mine design
-# aaaand all the way back
carbolic oil for stone mining, a lot of it doesn't work because the buffers keep filling up. i dont have tech to deal with some of it so i need to keep researching
most of one powerplant. rather, what i can do without splitting belts. each boiler section isn't limited by the coal belt, rather by the amount of ash processing one machine can do, which is about 67% of a yellow belt. if i was desperate enough i could split off the lines and make the other three sections, which i might do eventually. but i think that'd be easier with splitters
some minor spaghetti later... stone processing is much cleaner
got some aluminium automation, quite a bit better than a mining drill into a furnace
quick and dirty spaghetti for some more stone bricks
current base... somehow bottlenecked by a lack of ash
time to bum rush circuits just so i can make a storage tank
a lack of ash is a new thing for me to hear about py
add lotion 
Figured out the ash problem... if stone production ever bottlenecks on fluids, i.e. storage backs up, then everything grinds to a halt.
The red area is a pipe tank of 70k gasoline, the green is round 30k light oil
Back home from a trip... should have a stream going sometime in the next few days. Expect to see more progress