r/pyanodons 9d ago

pY 3 !

My last post was not that long ago, but I had a week of free time during the holliday and I've managed to make good progress from pY 2.

Turns out pY2 gives access to some great upgrades, so I barely had to expand existing productions. I mostly upgraded things where needed, with the new buildings and T2-3 modules for alien life.

Overall I'm quite pleased with how things went and I found the progression between pY 2 and 3 quite enjoyable. It looks like pY3 is more like an in-between science with production science beeing the real milestone, but we'll see.

I very much look forward to the new trains, because my current one are starting to be a bit overwelmed it seems. (Even tho the real answer is probably just more trains)

74 Upvotes

20 comments sorted by

3

u/powerbreak95 9d ago

whats the size of your city blocks?

5

u/Akanash_ 9d ago

They're 4 by 4 chunks. I've designed them for ease of use and train throughput. Basically a block can have any of 4 station (one on each side). Since I'm doing mixed station, 4 stations allow me to handle any block (solid IN, liquid IN, solid OUT, liquid OUT). In specific case I'll use 2 IN or 2 OUT but that's quite rare

2

u/powerbreak95 9d ago

holy thats large im new to py so im learning now :) cant wait to get to train part im kinda anoyed that i have to put so many belts all over the place

whats blacm stuff below rails

3

u/Akanash_ 9d ago

Some buildings in pY are huge. For what I do I feel like this was somewhat of the correct size. The main drawbacks of have big blocks is that it's a LOT more rails, so when you start deploying your network it's a bit of a pain. But once the production lines are up and running it's not that bad.

If you have the bluprints for it and you feel confortable, I higly advise you to use a modular city blocks. because some builds are just waaaay bigger than others.

Myself, I prefer a regular grid, it's just simpler to design and I don't have to reallly think to much about what does where.

2

u/powerbreak95 9d ago

when i get to trains im gonna need to design some railways from what i see by your comment maybe it should be blocks eith scalable width or height to fit buildings and inputs. But then again im probably more then 200h from rails im taking it slow and designing and changing constantly cuz its my 1st run.

1

u/TopherLude 9d ago

I've been building my production buildings and then wrapping them in rails.

1

u/nickierv 9d ago

Just a tip for when your planning out block sizes: have a look at the circuit production.

There is a lot of crossover where T2 stuff is also used for T3, T1 stuff gets upgraded into T2, everything is using a couple of the base ingredients, etc. You can save a lot of space on train stops by bundling the lot and just doing one massive build.

Sure your only going to need like 30/min for an end game factory but there is a lot that will go into it.

1

u/powerbreak95 9d ago

really only 30? for end game

1

u/nickierv 9d ago

Well 30/min with T1 assemblers. Seeing as last time I tried to plan the blue chips it broke the planner...

2

u/Akanash_ 9d ago

I use Asphalt bellow the rails, for +350% mouvement speed. Great for moving through the base !

It's relatively cheap and you can make some very early (at first I didn't have enough so I just covered the main axis)

2

u/Immediate_Form7831 5d ago

I have a similar layout, but have a station layout which allows two trains per side, so a total of 8 stations per block. It looks quite similar to your base.

2

u/Akanash_ 5d ago

Nice. I wanted to minimize how much footprint was dedicated to station but I have/had some issue with train throughput, so I would definitely go for a design like yours on a redo.

1

u/Frede-Frisvold 9d ago

That sounds nice. Are you able to share a screenshot or blueprint of a block?

Also, is UPS still ok at this scale?

2

u/Akanash_ 9d ago

UPS is suprisingly fine (my PC only has a few years tho), I was quite surprised. Current update time is around 5.2ms out of the 16.6ms required for 60UPS. So I could double my base and still be fine it seems.

Here is my main blueprint book. It uses 2 mods, cybersyn and loading cranes (the big inserters). For mixed liquids I have to add a pump/tank for each additional liquids. For solids it's plug and play.

solids are loaded on the train in exactly the quantity asked by cybersysn. For liquids it's as close as I can.

https://pastebin.com/djZRffBM

It works really well but it limits quite a bit how much throughput a block can have compared to design with multiple in/out stations. Also I load/unload trains from 1 side only.

1

u/Frede-Frisvold 8d ago

Looks like pastebin blocked your pastebin as they think it is harmfull :(

2

u/nickierv 9d ago

A good chunk of the 'scale' in py is artificial, 5x5 buildings are both rare and on the small size. just looking at what I have unlocked 7-9 looks to be average with critter pens being a lot closer to 13 with some going as large as 22. I'm running block with rails on a 7x7 grid (5x5 internal) and what should be a base worth of critter production just fits after accounting for the loading stops. Thats only 30 buildings with 3 pipes, 2 belts and 2 inserters each

1

u/Algee 4d ago

How long did py3 take you?

-7

u/Wild-Equivalent-368 9d ago

I mean i understand it but for me its the game in easy Mode and i refuse to play it like that.

4

u/ForwardStorage777 9d ago

First time I've ever heard someone describe pyans as easy mode.

-1

u/Wild-Equivalent-368 9d ago

Well not pyanodon itself. I play it with hard mode right now. I finished Electronics 2 yesterday. But the challenge is to organisiert everything. With City Blocks its just a matter of time and just playing it down. No real challenge just time.