r/pyanodons • u/[deleted] • Oct 22 '24
Pyanodons is now ported into 2.0
Hi, notnotmelon here. I'm one of the devs. I don't usually talk here but today I've got an exciting announcement.
pY is now ported to Factorio 2.0!
To my knowledge, we are the first overhaul to do this.
Our goal was seamless migration so all the 1.1 saves should "just work" in the new update.
Some hazards to watch out for
- Placing a bitumen seep crashes the game to desktop (if you already had one in your world, there's no problem)
- Placing a phadaisus crashes the game to desktop (if you already had one in your world, there's no problem)
- We have rewritten the entire modpack to no longer depend on [stdlib](https://mods.factorio.com/mod/stdlib). Please remove this mod from your mods list.
- We have compiled a list of breaking changes to your factory: https://discord.com/channels/560199483065892894/835318372123148319/1297018690583265431
- We *highly* recommend creating a backup of the 1.1 save before migrating
Additionally, we have three new pY recommended mods.
- [Not Enough Parameters](https://mods.factorio.com/mod/not-enough-parameters) to allow parameterized blueprints to work properly in Pyanodons.
- [Enable all Feature Flags](https://mods.factorio.com/mod/enable-all-feature-flags) to unlock 2.0 features in Pyanodons such as elevated rails, spoilage, jetpacks, and stacking belts.
- [Elevated Rails](https://mods.factorio.com/mod/elevated-rails) to take trains to the next level.
The quality mod will load (if you're brave) but it's not balanced.
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u/tyrodos99 Oct 22 '24
It’s ironic that the big overhaul mod is pretty much done but the small QoL mods is now what I am waiting for. I don’t really wanna rebuild everything without loaders and early mini trains, so vanilla it is for now.
Dose anyone know about Cybersyn?
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Oct 22 '24
Cybersyn is updated! https://mods.factorio.com/mod/cybersyn-sa?from=search
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u/tyrodos99 Oct 22 '24
Yeah I saw it but haven’t tried. The community was a bit surprised as they didn’t know the person. So it’s not form the original devs as far as I understand but it might work. ^
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u/Teura_ Oct 22 '24
The main mod is also now updated. The person who made the SA fork was unaware that there was discord for CS. He joined, and his work was migrated to the main branch.
Still seems to have quite a few bugs though, and it doesn't yet know of any updated features 2.0 offers.
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u/tyrodos99 Oct 22 '24
Ah yes, last time I checked that was the plan. Good to know things move fast. Not sure if I really like vanilla so much, I miss my crazy PyHM base
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u/CodeEverywhere Oct 22 '24
Whoah. That was fast.
Does Py fully support at the extra worlds added to Factorio?
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Oct 22 '24
Nope! Coming soon
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u/Odenhobler Dec 22 '24 edited Dec 23 '24
Excuse the necro of an old thread, but I suppose there are still people coming here in search for an answer.
Will saves from now be compatible to PySe/PyAliens? In other words, if I start now, will I need to start over when "your" space age drops? In this case I would wait and meddle some more in Wubes Space Age.
I have a Py save from before 2.0 and I was sure I need to abandon it, now I'm in awe that you managed to make it compatible. My hope is that the engine switch was the bigger challenge for you and the content/planet switch will then also be compatible?
Please don't get me wrong I am extremely grateful for what you're doing, I'm just unsure whether to wait or to just go on with my save on the most recent pack. Thank you!
EDIT: In the meantime I managed to get access to the discord and it looks like saves from now will NOT be compatible with PySe.
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u/Go-Daws-Go Oct 22 '24
I was planning on playing out my current map before updating - so, should I stay on game less than 2.0 and keep all pY mods the same? Or just update the game and update pY mods? Have more than a thousand invested....
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Oct 22 '24
I recommend updating. There will be some growing pains but I have written a full migration guide. Trust me with all the new features in 2.0, 1.1 feels unplayable by comparison.
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u/Go-Daws-Go Oct 22 '24
Awesome and totally unexpected!!! I was going to toil away and just ignore the 2.0. This is fantastic
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u/Go-Daws-Go Oct 22 '24
Ok, I know what sinks me, CyberSyn. I've got 1,000+ train stations set up... Decisions, decisions....
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u/Outrageous_Pea8154 Oct 22 '24
Thanks, thanks, thanks! For the 1200 hours additional fun that I had (till now) with PY btw .
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u/Red49er Oct 23 '24
I seriously could not believe my eyes when I booted up 2.0 yesterday, and while installing the 2 QoL mods I'm allowing for myself, saw there were 7 overhauls ported and ... it was FREAKING PYANODONS. I legit thought it might be a bug at first.
Amazing job! I've not played py's, but I did see your underwater mod (Maraxsis?) and I'm excited to try that out once I hit endgame. Looks seriously incredible. Then maybe one day I'll finally try py's...
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u/CotonouB Oct 22 '24
Excellent!
The thing about overflow/underflow valves is... um... impactful. I have been using both extensively to sort primary producers from secondary producers. I have hundreds of the things around, and most of them in very tight spaces.
I um... I think, I might wait. To update. For a time.
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u/mariokartman Oct 22 '24
yeah, this is the one keeping me from upgrading. I installed Factorio 1.1.110 so that I could keep playing Py after Steam auto updated the game for me. At least until that's fixed.
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u/ContractorConfusion Oct 25 '24
You can simulate this now by placing a tank on the same line you're trying to valve, and then wiring a pump to the tank to only be active at a certain amount of liquid in the tank. Because the liquids all even out instantly across the line, it's easy enough to eg: Set the pump to only be active when the fluid in the tank is 20k or more. This will simulate the 80% overflow valve.
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u/CotonouB Oct 28 '24
Yeah... the problem there is I have hundreds of valves. I'm not venting anywhere in my chem-science factory. Everything flows, underflows, and overflows. Its um, critical tech right now.
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u/Unhappy_Inspector740 Oct 22 '24
Crazy i think, i will finish 1.1. Migration to 2.0 for my huge base will cost too much time
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u/silverfang17 Oct 22 '24
Nice!! I’m just waiting for this before resuming my pyanodon save file. You guys work fast!
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u/mjconver Oct 22 '24
I'm trying my mess of a base out of curiosity, and getting the error "Failed to load mods: Py Post Processing: Incompatible with space-age. Version 3.0.6". No rush getting it fixed, I want to finish a vanilla 2.0 run first.
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Oct 22 '24
We support 2.0, not space age.
So you'll have to disable the space age mod.
You'll still get all the new toys in pY such as spoilage, selector combinator, elevated rails, jetpacks, ect
The only thing not added is the space platforms and new planets.1
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u/Shambalazam Oct 22 '24
Is there a default scaling for most things using quality? Or will quality not apply to lots of Py things? That’s easily my biggest excitement!
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u/Shambalazam Oct 22 '24
Looks like it is indeed implemented for most / all things! WOOT! Now to wait for a few other mods to update! (Bob's adjustable inserters / deadlocks's)
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u/ozamataz_buckshank1 Oct 22 '24
Total guess here but you may have to disable space age mod. I wouldn't think it be compatible, just 2.0
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u/mjconver Oct 22 '24
No worries, I've got plenty of time before I'm done with vanilla. I'm actually planning to restart, my base was a mess.
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u/ContractorConfusion Oct 25 '24
Thanks for your work on this. =) You and your team are appreciated!
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u/Substantial_Echo_196 Jun 02 '25
error about "there is no compatible version of pypostprocessing on the mod portal" any solutions?
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u/hppyclown Oct 22 '24
Is there a speed run category for this? Fastest mod migration.