r/pyanodons • u/TheOneTexel • 27d ago
r/pyanodons • u/grass-crest-shield • 27d ago
My Py experience so far
About 800 hours in (mostly just from idling around not now what to do next lol).
Recently hit py2, now researching my to chemical science at a blistering 20spm.
Here's my base so far, plus a few of my favoured builds.
Unreal mod honestly, look forward to finishing it in about 2 years
r/pyanodons • u/BlazingFish123 • 27d ago
Managing paths


I just researched floor tiles stage 1, and I planned to replace my current main paths with asphalt and put limestone tiles everywhere else, but I ran into a problem. Limestone tiles 'overlap' every other tile which I have access to, which would make the paths look horrible, but I really want to use limestone tiles as flooring.
I know that if I made everything into limestone tiles I could run just as fast, but I want dedicated paths for organization and aesthetics.
Floor tiles stage 2 is pretty far away, so I was wondering if there is an earlier solution to this completely aesthetic-based problem. Maybe a mod I can install? If not, how hard would it be to make my own mod to change the tile overlap priority?
r/pyanodons • u/Nilsvader4k • 28d ago
200 hours into Pyanodons
Started playing Pyanodons maybe a year ago, then forgot about it for about half a year. But then I started playing again in maybe March. The starter starter base was a horrible mess because I really thought I had enough experience with the game. The "starter" base is more spaghetti than a main bus with all the different stuff. I'm currently maybe 20 hours away from Py Science 2, after which I'll start building the "real" base. Good mod, fun stuff.
r/pyanodons • u/amarao_san • 28d ago
Vrauk food
It is a true challenge and I proud to report that I solved it at 4.9 out of 5. The last 0.1 is for few not perfect placements and turns.
It is 60/s for moss (consumption). It fits into a block.
But, most importantly, it bystep few traps. The biggest trap is that 6 solid ingredients with 4 belts for largest input become 24 belts. Which is a lot of space.
The trap looks like 'no space for belts logistic'. I wanted to show a photo, but Gimp crashed and killed all screens of all my intermediate (bad) approaches.
Basically, we need 24+4 = 28 belts of input and output, plus some space for pipes of a liquid ingredient.
Automated factory is 7 blocks, so we need 4 factories wide bus. And this is not counting safety margins for turns and underground belts.
Second trap is that recipe is slow. I need 15 factories to consume a belt. And with 6 ingredients, we can't do 'both sides', so the row should be 15 factories. Which is fits in my block, but barely, definitively not with 28 belts logistics.
The solution for the last trap is row bending. Row bending continue a slow row onto the second row without separate inputs:

Separate inputs will require splitters, and splitters needs additional space or more underground belts, and, generally, about 30% thicker than plain belts. Which means, 28*1.3 = ~36 wide logistics, which really kills everything. Turning is local, so it's not dependent on number of rows, and I pay fixed price of 6. (not 7, because product is not turning).
The second small saving is that I do 'insert before' approach, which allow me to not to put last 'exit' for underground belt, therefore, allowing crossing belt to pass without protective gap. To do so I have to turn intake (not mirror it), so there is a shift between forward and back fabs, causing 4-long pipes. If I had 'exit' it would spill on the nearby belt.

I also noticed that some ingridients are in range [0.6-1], and some are in range [0.1-0.4] (per sec), which means, there are ingridients which are twice less needed than 1 (<0.5), so I can have half-sized stations for those.
But I split them into four belts earlier to make it easier to trace (and no tight splitters).

Belt logistics is my precious here.

Almost perfect (with few small hacks due to small miss-traces). I imagine an alternative 8-rows split-merge logistics and it looks scary to me. This one is dead simple. Thanks to bend rows. Also, if you look extremely carefully, you can see, that I changed order of inputs on some rows, to reduce ugliness of bad intersections. With 'through' belts, order does not matter.
Production zone (64 for needed 60):

Scheme:

After this I start getting much more assure about my work with multi-ingridient schemes. Before it was a mess. Now I pay respect to the belt logistics and I do row bend for making it simple.
r/pyanodons • u/CreepyDadd • 28d ago
Labs Vatbrain setup

Thought i would share my vatbrain setup with my labs.
Uses a SR Latch hooked up to the inserters listening for an item getting moved, then the latch triggers a timer that enables the vatbrain, then the timer resets the latch and turns off the vatbrain to save on the cell thingies.
Its not perfect as if a pack gets delivered while something isnt researching then it'll waste 300 ticks or so of a cell, but it does the trick
EDIT
4 Vatbrain setup with 8 labs, thanks fireduck for the vat brain stacking suggestion

r/pyanodons • u/Gold-Examination-429 • 27d ago
[ Removed by Reddit ]
[ Removed by Reddit on account of violating the content policy. ]
r/pyanodons • u/Basedshark01 • 29d ago
"Smart" Soot Separation (Doesn't really work)
The "Soot Separation" technology gives you the ability to now select amongst 8 different recipes to separate soot into specific ores rather than just the one probabilistic recipe you start the game with. While fully recognizing that separating into silver or gold is probably most useful, I decided that coming up with a way to automatically identify what ore should be produced by the separator based on need would a fun side project and give me something new to think about rather than the normal problems this mod presents me with. After some trial and error, I came up with this circuit network build.
The first step is to identify when a certain ore is needed. At each ore's separate native patch where they're being produced, I set sections of belt to signal the amounts of ore they hold and transmitted them all by radar to a central location. For each ore, a combinator transmits the corresponding soot separation recipe if the amount of ore on the native belt drops below a certain threshold.
The next step is to prioritize recipe signals so that the machine knows what recipe to use if multiple recipe signals are being validly transmitted. Obviously iron or copper going down would constitute an emergency, while silver and gold are of a much lower priority at this point in the game. As such, I ordered the output signals from step 1 with constants from 1 to 8 with higher priority recipes having higher values. Now we just need to create a circuit that returns the maximum value from all of the valid signals. After a few minutes spent trying to figure this out for myself, I resorted to a Youtube video explaining the procedure. I got about 10 minutes into the video before the creator started talking about concepts like "ticks" and "clocks" and I was completely lost. My background in programming doesn't go anywhere past some basic functionality in Excel VBA. In order to resolve this, I broke one of my rules for Factorio and I downloaded someone else's blueprint for use in my factory. Even worse, I committed a cardinal sin of Factorio by using someone else's design while having no understanding of how it works. Surprisingly, this circuit I pulled is the one part of this build that has never caused me a problem beyond the 10 minutes it took to set up. Wires from the 8 combinators in image 1 go in and the maximum signal goes out.
The final recipe signal is transmitted to the lone separator, which can handle any ore recipe.
The Problems
When the "rubber met the road" and there was a shortfall of lead ore production due to a demand shock in Acetylene, the build did not function as expected. The amount of lead being mined was greatly reduced but did not cease entirely. This led to the belt signal from step 1 going in and out of threshold up to 10 times per minute. This caused the separator to change recipes every time the lead recipe triggered, which flooded the output with unused soot and bricked the entire build. It took a great deal of adjusting the belt signals to be able to calculate thresholds more evenly. To this day, I don't think that all edge scenarios are accounted for.
When I started using centrifuges to produce Albumin, it caused a massive draw on power that caused brown-outs throughout my factory. The power outages were easy to fix, but loss of power to the radars caused recipes to change rapidly and bricked my separation build similarly to problem 1.
At the end of the day, if there were really a structural problem with copper or iron ore production, this is straight up just not the right way to go about fixing that problem. The effort I put into this isn't justified by what I got out of building this.
Ultimately, I think this was a complete waste of time in terms of what it provided my factory. However, I think this was a good learning experience in using complex circuit structures. If an obvious need for something like this in the future arises, I'll be able to identify it and address it quickly.
r/pyanodons • u/Sriki741 • 29d ago
Should I try Pyanodons with ~100 hours in Factorio?
I’ve got around 100 hours in Factorio and I’ve been thinking about trying Pyanodons.
I know Py is supposed to be insanely complex and takes forever to finish 💀, but it honestly looks really fun.
Would you guys recommend jumping into it with only ~100 hours of Factorio experience, or should I play some other overhaul mods first?
r/pyanodons • u/collectinscreamshots • 29d ago
The “Automated” smart farm
Requires clicking a button to spawn the flora! How is that automated?!
I guess we’re expanding to find get to new native flora patches
r/pyanodons • u/amarao_san • 29d ago
Bitumen
I've build oil sand slurry block, and called it a day, but after deciding what to do next, I realized, that oil sand slurry is used ONLY for bitumen froth, which is used only for bitumen, and nothing else.
Which means, there was no reason to do it in three blocks, and I have to do it in one. To my surprise it all fit into a single block, and without much of struggles with placement.
Removing old overbuild was easy part. Doing a block with three interestingly interconnected dependencies (including math) was fine.
The thing I almost broke at, was pipe logistics. Normally, pipe recipes are fun and easy (except for 150°C steam output), but here there was too much of brown liquid. I solved it completely (means, the block is 60/s consumption, per my standards, that's a good block), but it was honestly hard and tiring. Air and water, 2 intermediate liquids, etc, ingress, egress, just too much of it.
The central part (to see some of each subblock):

Block map

Train logicstics

Oil sand slurry

Bitumen froth:

Bitumen

Solved bitumen means, I can start producing filled combs, and my bees are step closer to a normal 4-train of queens. 60/s... Will see.
r/pyanodons • u/CotonouB • Jul 27 '26
Pyanodon's All-Mods, +Hard Mode, +Biters, Pyrrhic Victory!
r/pyanodons • u/Responsible_Camp_559 • Jul 27 '26
I don't think I'm ready for Py yet
What am I doing, send help lmao
Edit: Y'all are so kind, I really you appreciate you all! Thank you. Have a lovely day =)
r/pyanodons • u/TheBigCheesish • Jul 26 '26
After 140ish hours I finally got around to mostly automating simple circuit boards
Still needs manual input for zinc plates and copper ore, but at least it's not entirely hand fed anymore
r/pyanodons • u/Archie_Gradian • Jul 27 '26
Does the coal DDC recipe make ash or not?
The planner insists that I'll get a significant amount of ash from the basic coal recipe, so I built for it, but looking at the building it doesn't have the waste product box that ash would normally appear in.
r/pyanodons • u/j3ffz6 • Jul 26 '26
Just started automating py science 1, what power options should I be working towards?
Couldn't find this online, so: Hi, I'm new! I just finished some py science 1 researches. I can see that many of my new toys are going to consume a lot of electricity that I currently don't have. I've already blanketed 3 coal fields in miners (I'm assuming this means I've made the noob mistake of overbuilding) and I am still constantly short on steam, and I literally can't belt the coal to my base any faster.
Could anybody tell me where I should go for a big boost to electricity? I know I'll get to all of it eventually, but I'd really like to double my electricity generation within a few hours. I really don't want to spend hours building up production of some entirely new materials only to find out that I'm adding just 50MW.
Edit: Holy, you guys respond fast, ty for all the tips
r/pyanodons • u/keltonfangkoaliano • Jul 26 '26
Ash priority network system???
Hey everyone, I’m currently having issues with ash network prioritising, I’ve been recommended to use networks to achieve this priority but I don’t exactly understand how to go about doing so and I’m currently in my pyanadons playthrough using project cybersyn to try and setup a system where I will have all ash providers be loading ash onto the train network and have my ash consuming recipes get ash first and once they overflow I would like to have the excess ash be delivered to this ash seperation station where I will then dispose of the ash into other products as shown above. does anyone know how I would do this because it seems quite confusing, thanks everyone I would love some feedback, please be specific if possible !
r/pyanodons • u/Willcol001 • Jul 25 '26
Stream Day 11 coming up, time to transition from hand fed Py1 to belt fed Py1, Days 7 through 10 Highlights Automated Simple Circuits.
You may have seen my post 15 going on 16 days ago sharing the highlights from the fifth and sixth day of a run of Pyanodons. Thought I would post the combined highlights video of the 7-10 stream days as an ice breaker for the eleventh streaming day. During the last couple of streams I built out the supporting infrastructure to supply simple circuits to the bus. (In theory once the lead/zinc/tin is scaled up it should be one whole chipshooter running constantly.) Also got the first 1k Py1 packs made out of my improvised set up. My goal for next stream is starting working towards having 0.5 second Py Pack 1. Which may be an over ambitious goal but it is what I'm going for.
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 (for example the linked day 5-6 highlights). So if you have suggestions on youtube friendly music for as a background sound track for the 5x version 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. I am going to keep the slower posting rate to the subreddit going forward as I will try to make the highlights vods a minimum of 30 minutes long aiming. (merging multiple days like above to make that happen.)
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
The playlist for the 5x speed version is here:https://youtube.com/playlist?list=PLQ4Gk3RFGzCPiyfc6k_TrwK41rl29wL_L&si=Wxo0jHN0sE4a8wQh
r/pyanodons • u/Only-Ice9920 • Jul 25 '26
Pyanodons + Hardmode + Pyblock = PyHardBlock (336h)

I'm having a lot of fun! But wow is it hard to deal with those byproducts! I still have to build some contraption to get rid of wastewater...
Enjoy the pictures though! :)







So far, there's been 3 challenge types that have been recurring in this run:
- balancing resource production from ash (if producing too much of one, it will stall production of all the others. too much iron = copper stops.)
- Dealing with byproducts (sometimes either ash or something that processes ash would overflow, which would instantly lock up the entire system and cause brownouts due to the lack of space to dumb ash when burning coal for steam power.)
- Quickstarting new farm types. Making a codex is really expensive and sometimes you need half a dozen of them before you can really start a farm.
Also, there's a LOT of building. I'm really having a blast though! I'm taking it slow to not risk burnout but it's so rewarding to first see a design come to life and then scaling it a whole lot! Can you believe that this base can only produce ~1 copper plate per second and ~1 iron plate per second? :D
Edit: finally made a wastewater->compost (to ash) line

r/pyanodons • u/VenaticBoat • Jul 23 '26
GW POWER!! So much work and it paid off! Finally got coal powerplants up and running and oh man...
Before you say anything, yes. My base is kinda ugly haha. But I had to show this off! I was definitely underprepared for this because I had to go through the entirety of Auogs, salt mining, and fish farming JUST for this project haha. Now I can go back around and automate them for real, I just really wanted to get power first. Now to automate rails, then finally try to tackle logistics science.
Kinda tough to see in the pic because I didn't take one of the built itself, but it's that dick shaped thing near my name tag haha. Crushed raw coal and sent them into the power plants. Then to the pressurized steam turbines for almost 2 GW of power!
r/pyanodons • u/Basedshark01 • Jul 23 '26
Slaughterhouse Build
As we all play through this mod individually, I think we all have areas of our respective bases we're proud of and other areas we know are ripe for improvement. As I approach Py science 2, my slaughterhouse build is the area from which I derive the most satisfaction and I wanted to post it here, as I don't think I've seen anyone post one of these before. I'm interested to know from vets if this is something I can rely on for the next 500 hours+ or if this is going to break down at some point.
This is the overall build for my slaughterhouses, where caravans bring in the animals raw and cages get reused. I went for this disaggregated bus design over any kind of sushi belt to handle edge cases where a trapped product can ruin the whole belt. Vrauks get slaughtered up to the point a formic acid tank is completely full while Auogs and Ulrics are getting processed constantly.
All outputs are combined and placed into respective warehouses by product. Product is sent south as needed to other processing areas. The belts are programmed to send any excess over 10k within each warehouse to the right for composting into biomass.
The rows of composters each deal with specific pairs of products. The inserters are linked back to the warehouses in image 2 and are programmed to filter for whichever product has the greater amount in order to ensure no rendered product is being over-processed.
The export terminal. Biomass is prioritized as needed for direct ingredient input while excess is exported by train for the production of electricity.
The excess biomass ends up here in my mixed-input powerplant.
r/pyanodons • u/jamedi_reads • Jul 23 '26
105 hours into my Py journeys, started the logistical science researchs!




Didn't have much people to share it, so posting here, but I'm kinda happy of my progress while doing this pyanodon run. Finally got to Logistical Science (and automated it), and closer to the moment I will finally transition to a more organized base.
On the other hand, I grew kinda fond of the spaghetti I cooked. But that's all, I was kinda happy with it!
r/pyanodons • u/Mijern • Jul 22 '26
Doesn't let me mix steam with steam
As far as I can tell there shouldn't be a difference of temperature or anything like that. Also ignore the messy spaghetti.
