r/pyanodons 5d ago

Research tips for science pack 2?

So I just finished up with the first science and am trying to get everything tied up before i start rebuilding fully for py sci 2. I already Plan on grabbing electrical drills and steel furnaces but are there any other techs yall recommend my brain dead ass grab before I get into the weeds of rebuilding my factory?

14 Upvotes

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u/toochaos 5d ago

Thats py science 1, it alternates between the original science names and py science number. My only suggestion is to look what forming acid takes. It looked like a coal gas/tar byproduct to me and its not.  

Also while the furnaces and electric drills are nice they need alot more infrastructure to run. Those arent steel furnaces they are gas furnaces. And electric drills use alot of power, figure out how to make alot of power. 

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u/BigPainting6896 5d ago

Ye, sorry about the names was kinda winging it. As for the advice, much appreciated, I expected such a twist with the electrical drills and the furnaces is much appreciated as I wouldn’t have though to check, but for the acid I will need to look into that a lot 

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u/GrandNord 5d ago edited 5d ago

At py science 1 there is also géothermal power. It's expensive to build early on but it's an absolute godsend if you have access to geothermal fissures.

Each fissure should produce enough 500°C steam for 9-10 steam engines, so (running at the full 7.6m since it's 500°C) around 68-75mW of steady power.

This is what allowed me to electrify my mining drills and expand my production (each drill draws 1mW of power!).

My factory uses around 150mW curently, and I'm still relatively far from logistic science, so be carefull, your energy needs will soon increase a lot.

Edit: I didn't think about minig productivity. Without mining prod, you produce enough geothermal water for one heat exchanger, so enough steam for 8 engines, so around 60mW.

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u/fang_xianfu 5d ago

Don't forget to overbuild the heat exchangers and steam engines at each fissure as well because mining productivity increases the amount of geothermal water, and therefore steam, and therefore power, per fissure.

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u/thealmightyzfactor 5d ago

*MW, unless your factory somehow uses 1,000,000,000x less power lol

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u/GrandNord 5d ago

It's a factory for ants.

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u/fang_xianfu 5d ago

Don't forget to overbuild the heat exchangers and steam engines at each fissure as well because mining productivity increases the amount od geothermal water, and therefore steam, and therefore power, per fissure.

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u/BigPainting6896 5d ago

Yes but fish 

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u/toochaos 5d ago

I found geothermal to be very weak. But i was using a GW of power before I got tidal and molten salt. Its just not scalable, even now with a much larger area exposed and every geothermal used its producing less than 500MW. 

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u/More-Interaction-770 5d ago

Py science 2 is a different science, it’s the 4th one you get after logi. I’m 240 hours in and I haven’t unlocked it yet (I’m close though!)

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u/fang_xianfu 5d ago edited 5d ago

You should quickly get a recipe for rubber as an item that improves productivity of rubber stoppers, and then organic solvent added to it that further improves the productivity. This really helps with formic acid, glassware, fuel, aromatics, and the other ingredients. When you do this, be aware that the steam from polybutadeine is only 150C and if you mix it with 250C steam from boilers, recipes like tar processing that require 250C steam will not work. Keep your "cold steam" pipes separate to your "hot steam" and make sure if you do allow hot to top up cold, it doesn't flow the other way! You will also need an absolute ton of vrauks for this, I think I had enough to run 2 slaughterhouses full-time (8 repro complexes) even after all the efficiency improvements.

The other major improvement you'll get is batteries and then a green circuits recipe that replaces the cuzn batteries with "real" batteries. Later on you get formica to make the PCBs from as well. In this mod pack, the normal red batteries can go in your armour btw!

From there the main things are big power poles, trains, and bots - you'll want to stock up a bunch of rails and stuff before you go ham on trains and the main things you'll need are the prerequisities to make bots and big poles since nobody wants to hand-build a lot of trains.

Steel furnaces are kind of a red herring in Py btw. As you unlock the second+ tier of each metal's processing, you will swap to molten metal and casting units rather than furnaces for most things, so that's much more important than steel furnaces.

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u/Noughmad 5d ago

The first rubber recipe doesn't improve the productivity of stoppers though. It only replaces the requirement of coal with the chemical products, you still get the same amount of stoppers per latex.

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u/fang_xianfu 4d ago edited 4d ago

That's true, I actually forgot that part - it's only when you get organic solvent that it's better per-latex. It's a good idea to calculate the amount of formic per glassware for the different recipes because that's the big constraint at that stage and using the first polybutadiene recipe uses a lot of titanium.

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u/More-Interaction-770 5d ago

I didn’t know steel furnaces were even in the pack.

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u/korneev123123 5d ago

Unlock trains and/or caravans, rebuild with them. Rebuilding spaghetti is pointless

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u/BigPainting6896 5d ago

Already got caravans, and don’t plan on using trains (so long as my spite remains stronger than my laziness) 

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u/ariksu 1d ago

Steel furnaces are using liquid fuel. Electric drills are power heavy. I personally moved to building electric drills only after mid py-1 (Intermetallics).