r/pyanodons

Image 1 — Add Alien Biomes to Existing Save
Image 2 — Add Alien Biomes to Existing Save

Add Alien Biomes to Existing Save

I have a fairly nice base and have been enjoying this mod to its fullest.
The only part of the original setup I regret is not installing Alien Biomes.

As my base grew, it became a little too monotonous. And although the clarity of each section was nice, I would like to have some interesting visuals.

Therefore, how can I add Alien Biomes 9or similar) to an existing save. I tried just adding it and going to unexplored chunks, but none of the 'new' biomes were present. Searching online. There were forum posts about the mod "Regenerate Terrain", and while this "resets" the terrain, it still has no new biomes.

Is there any way to have some nice background visuals while keeping the current safe / resources?

(Pictured is my base, using Mapshot, versus my seed with alien biomes, which looks cooler, I think)

Addendum: I tried with changing the map gen in the editor, and this resulted in empty space at most spots (which is weird without space age, but sure), but no new biomes.)

An alternative is just moving the full base to a new save. But then, I assume, no items or time data will be transferred...

Thanks in advance!

u/Yarne01 — 7 hours ago

Am I missing something for loading/unloading trains?

Running a PyAL train base with CyberSYN but no loader mod, I feel like my only reasonable choice for loading/unloading trains is stack inserters. For reference I just crafted my first mechanical parts 2.

The idle power usage is absolutely killing me, easily 40% of my base’s power is stack inserters.  In hindsight, I probably could have wired up some circuit craziness with the power switch so that the docking servers are not powered when a train isn’t in the station… 

I’m right on the edge of my power support, my break glass emergency power keeps turning itself on. I’m almost able to build mk2 power plans, I’m thinking that big bump will really help me, but it feels tough getting over that hump

Power issues not withstanding, as item counts on some of my stations like Coke/seaweed/moss/coal start to really get up high, and train size will shortly increase, my trains are just gonna spend more and more time in the station.

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u/microtrash — 1 day ago

First green circuit at 35 hours

First time doing this mod, trying to avoid outside influence. It’s been a wonderful voyage of discovery. Overbuilt a bit I think, also tried to make a bus and then got overwhelmed by the number of ingredients, so instead I have what I like to call bus-sketti.

Also did not look at the seed at all before starting, got some sub-optimal ore patches, and depleted my entire first iron patch before I got my first splitter, so that was fun. My tin and zinc ore patches are about 500 belts away. Smelting onsite has been helpful.

I will say that I’m fairly close to being able to max out my chipshooter’s pace. Until some new recipe and option comes along. I’m not trying to do this optimally, I’m just having fun with it.

As someone who beat the base game, didn’t want to pay for space age (yet), and wasn’t interested in vanilla megabasing, I could have kicked the addiction but, instead, the pyanadons factory must grow.

u/somethingaboutair — 1 day ago

I'm starting my first pY run

I plan on beating this modpack solo in 2 years. I will provide monthly updates on my youtube channel as well as here on reddit. I've never beaten other overhaul mods, so I'm doing this to suffer. see you in a month.

reddit.com
u/Due_Cattle8465 — 1 day ago
▲ 554 r/pyanodons+1 crossposts

Who is the creator of pyanodon mod? And how does have time for that

That's the Title says all. Who is this person? I heard he is a chemical engineer. But how could he contrieve all these things? He does this alone? How does he have the mental capacity and time to create a mod like this?

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u/Zuulde — 3 days ago

LFR panels and LFR power plants

I'm a little confused on how to put these together effectively. The LFR panels slowly warm up the molten salt inside of them, but heat doesn't seem to travel to adjacent pipes like heat pipes do. This means any pipe from the output of the LFR panels will have colder molten salt from the warm up period and the LFR plan won't consume it. I also noticed pulling pipes off the output I was getting colder salt than what was in the panel for some reason.

It seems like you have to connect the panel directly to the power plant so that it can consume the steam inside the panel once it reaches 2000 degrees, but I'd rather put a bunch of the panels in parallel than a long line.

Has anyone used these? Any thoughts on the design?

reddit.com
u/collectinscreamshots — 2 days ago

Help with Steam Power

I've just unlocked PySci1 and researching the odd technology in there.

I am running into an issue with power, my factory is running in low power as I need to produce 42MW but I actually only produce 35.2MW.

The issue I have is I just unlocked electric miners and I know my electricity usage is about to go through the roof. Also, the ratio of boilers to steam engines seem to be 2 to 1, I am playing alternate energy etc.

My question is this, are boilers still my best bet for steam production at this stage of the game? I feel as though the ash these boilers will make is going to be very hard to deal with.

Any suggestions would be much appreciated!!!

reddit.com
u/wastedonthis — 5 days ago

My TURDs are no longer displayed in the codex

The screen is just blank. I tried changing the pull down to display all, but nothing shows up. Tried reloading the game too, anyone seen this before?

reddit.com
u/collectinscreamshots — 3 days ago

Vatbrain Auog train block

This is my Auog 3x6 train block that produces 90 brains/min and sustains 1 mk2 vatbrain. There are of course a lot of usefull byproducts: 3600/min cyanic acid, 1800/min glycerol, 5630/min oleochemicals, 1350/min hydrogen chloride, 900/min urea (+ammonia).

u/Iannar — 5 days ago

Day 1 Pyanodons Mod Stream Highlights

You may have seen my post 9 days ago asking what Mods people would recommend to support streaming a run of Pyanodons. Thought I would post the first highlights video of the first stream day. I got up to minimum steel and aluminum plate production during the first stream day. Should be streaming it again tomorrow. As I specified earlier I am planning on posting the unedited stream, a 5x speed up version for those that want to see the process but don't want to watch 4-7 hour long videos, and edited highlight videos showing finished projects. I have the first and last of those complete and posted on youtube for the first stream day. I just need to finish up the 5x speed version. Got to sort out what music to add to the video after speeding it up. So if you have suggestions on youtube friendly music for it let me know. Also feel free to let me know if there is anything you would like to see differently. If you suggestions aren't to difficult to implement I might try to make changes for the next one.

The playlist for the unedited streams will be here: https://youtube.com/playlist?list=PLQ4Gk3RFGzCPaH66CpizlIrDl-8_cNpQ5&si=C4rN-djksi58El3E

The playlist for the edited highlight stream will be here: https://youtube.com/playlist?list=PLQ4Gk3RFGzCOdcLbtdwkwseMp0sf7w3vx&si=xqZi6dx557h3BLHY

I will edit the post with the playlist for the 5x speed version when I get that posted.

youtu.be
u/Willcol001 — 5 days ago
▲ 48 r/pyanodons+1 crossposts

My two Mall Designs as response to u/Rob_Haggis post yesterday

  1. The Sushi Mall (4 Rows of assembler) getting intermediates from three individual suhshi belts. The finished product is put on the building sushi belts being in the between the assemblers and in a chest (preferably storage chest for bots but I did not have those at this time yet. The building sushi belt is also a great way to lose junk items from the inventory fast xD

  2. The so-called saw blade (name based off from the map view). Loads all the items on the intermediate sushi belts. Number of Items on the belt are set by (dis-)abling the belts in front of it. Things to improve would be to set the values with combinators instead of setting belt individually like done here

  3. Set Amount to load on the belt. The sushi belts outputs all its contents from all belts and send those to the laoder belts which are set as seen here. Amount may differ for ressources and belt length.

  4. The BP for the assemblers. If someone is interested i might share my BP string with you. There are a few things to improve. Like change the wood box to a storage box.

  5. The final mall before the switch to trains (might be the worst mistake. Should have bitten the pill to carry on till aerial caravans with my old base. The rebuilding takes centuries....

  6. Mall 2.0 Bus-Bot Hybrid Mall. Bulk Intermediates like small parts, steam engines, air-core conductor to the right going on a bus to left to my actual mall. With caravan input at the top to buffer the transition till my new train bas is able to provide those materials. In the middle between the mall and the caravan input is random items I won´t carry by carvan and can produce locally in sufficient amounts. And to its left my upcoming animal and plant research facility mall.

  7. The Mall. Don´t know what to say that much about it to be honest. High throughput items from the left and bot input to its right for each assembler. I think most people who have played Py are able to figure out whats roughly happening here. xD

  8. The caravan parking spot for the inputs. Please ignore the missing nexelite tiles. Nexelite is in high demand currently for intermetallics production to finance my future expansion endevours.

  9. The animal and plant research facility.

  10. Thanks for looking at my malls and reading until here.

  11. Hope you found the little cowboy baby looking over a pistole in my robot network. Have a great day.

u/Stiftler — 6 days ago

Oh boy, what have I done? I'm scared.

Just started my run. I guess with the full Py pack? I've got alien stuff so I guess it's Py + AL? I just used the modpak thing. Anyway.

About seven hours in. Made a bee line for splitters in the research tree since I saw people use that as a bit of a milestone. Curious to see what it takes to make them. Just popped the research. Went to look at the recipe. "Huh. That's a lot of stuff I think I just unlocked. Wonder how to make those?" Start laying it out in Factory Planner. It. Just. Keeps. Going. And I know it's just the start. Oh boy. What have I done?

I was just tinkering around with stuff while the research just went in the background. Figuring out how to get steel running. Figuring out how to transition from raw iron ore to those blue spike things for plate production, then using the stone from that to feed science production. Steam power is burning through raw coal like nobody's business so trying to figure out how to get a better fuel source. Saw I could make treated wood and it seemed to have the best -ish energy for what I could produce without messing with too much plant stuff ("I'll just chop some trees. I can make creosote from the tar I'm already making, shouldn't be too bad"). Yeah, lol, nope. That shit goes fast too.

So now I'm looking at all the stuff I need to make splitters (like glass) that I unlocked a while ago, but didn't see anything to use it for and ignored, that I now have to go set up. Like holy shit it's a lot. And some stuff I've already got several recipes for.

I have questions. Not like big spoilers, just kinda getting a feel for what to expect moving forward.

Should I be setting up production chains for stuff as I unlock it, even if I don't have a need for it right then? Just to have it as I go?

How often are productions/recipes replaced with a better one, just generally? It already looks like it's happening a lot, but is that just "early game" (whatever that means in this beast), or should I be planning to regularly tear stuff down as I get better stuff? Like the jump from raw iron ore to the blue splinter things (I forget what they are called) or switching from smelting bricks to using pitch and stone to make them? Everything feels so unstable with getting new recipes and chains branching so fast, it's hard to judge if I should just go with the spaghetti or start organizing yet.

Along those lines, how often did you find you hit a point where you just needed to tear the whole thing down? Or does Py lend itself to continue to use everything? Like when you go from burner to electric? Was there a big rework, or was a lot of it just swapping burner stuff for electric, dropping some poles, and you're off an running? Splitters seems like it'll change stuff.

Power is a nightmare so far. I got enough fish from the tiny pond I have to make one generator and then nothing. So I'm on steam for a while from what I can tell, but these boilers take so, so much fuel. What's the ramp like for power? Is there something I should be targeting? It almost feels like I need little power plants scattered around to use up the little bits of cast off stuff here and there to make power (like the kerrigan stuff from stone production, yes I spelled it wrong) until I get to something bigger like coal or oil.

I don't know if I'm having fun or going insane but I just want to keep playing. So far.

reddit.com
u/Braca42 — 6 days ago

My hot air has something wrong with it.

It ain't so hot! Only 15 C in temperature.

Maybe the air is hot like Hillary Swank, not temp-wise.

u/Berthole — 6 days ago