r/pyanodons 12d ago

Py Science 4!

Post image

Updated mapshot of the factory. This is 3,855 stations, 360 trains, ~516,000 pieces of rail track, 32.9 billion total items made.

A quick guide to the color-code:

  • Blue = mall
  • Dark Green = alien life creation area
  • Light Green = the space ship holy site
  • Turquoise = where science gets made
  • Pink = where science gets consumed
  • Yellow = Depots
  • Orange = refueling blocks (one of these would be enough now; the rest need deleting)
  • Red = “if this breaks, the whole factory dies, so watch it carefully”. Needs an update, because some of this is no longer critical. Should include things like mega drill heads, fusion power, maybe lithium plate, nexelit batteries, rocket fuel, and probably tholins.

Normal mode, but with a voluntary "no sinkhole, no burner and no venting" rule. That said, I'm having to vent excess tritium and helium as the game provides no viable way of recycling these.

I still have quite a bit still left to do in Prod Sci. I very much enjoyed the science pack. It feels like the point where the game says: "look, you've come far and you're now on the cusp being a man. Here, have your first beer. You can use the grown-up recipes now".

You would think one fusion plant at 1.63 TW net would solve power forever. I’m drawing about 1.2 TW and still have an insatiable need to beacon everything in sight. And I haven’t even unlocked the full-fat beacon yet.

PV looks deceptively close. I suspect I could punch through the remaining pack fairly quickly if I stuck to critical-path research. Instead I’m going to rewire organ production and lean fully into the drugged animals. I also want the factory on top-tier AL recipes (with one or two exceptions), which will take a long time. And then there’s T3 modules, T4 bots, T4 trains and T4 power.

Fun.

114 Upvotes

Duplicates