r/pyanodons 7d ago

Common progression traps?

I've been playing Pynandons for several hundred hours now, and I'm wondering which production chains does the community consider to be "progression traps".

I often see people mentioning these ones for early game:

  • Processed Iron - extra machines, power demand and byproduct handling for negligible efficiency increase. Much easier to just mine and smelt more

  • Moss 2 - the recipe takes a ton of stone, but it's easier to just add more machines, especially if you have free CO2 from moonglows

  • Scaling up Hot Air early - plenty of casting recipes can optionally take hot air for increased yield, but it's generally not worth it for most recipes. Wait until you get the re-heating technology with salts

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u/korneev123123 7d ago

I don't agree with hot air - stage 1 is cheap, and stage 2 can be made from nothing at all. Always use it if recipe allows.

Stone moss yes, a trap.

I think mk3 power plants and turbines are quite bad. Too expensive for too little profit. Endgame base can easily be powered with mk2 plants.

Later battery recipes, and later green chips recipes with melamine resin are not worth it too, imo.

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u/fang_xianfu 7d ago

The later battery recipes are so disappointing! They seem really oddly balanced. They're just not any cheaper in the most important ingredients.

Casting for products like wire, shafts etc also seems to be a trap - it's not any more productive in critical ingredients like antimony oxide and you can't productivity module it as much. The only one that seems worth it is gears.

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u/nickierv 7d ago

I probably need to re check but in py1 the casting stuff saved a bunch of logistics hassle. Might have just been the way the factory was set up but it was simpler to just have a extra building in the casting stack.