Py Early Mini Trains


Integrates Mini Trains in to pYanodons

Tweaks
5 months ago
1.1
843
Trains Cheats

g Great mod, few ideas

6 months ago

I love this mod for the recipe and slots changes, it's made me very much enjoy this pY run

I would love a separated toggle for both recipe changes and earlier tech tree availability, because I'd love to recommend this for a run where starting with mini trains isn't the plan, but using the updated recipes is wanted.

Also I would love an extra fuel slot, the regular locomotives get three and just one slot is rough for any distance longer than a few hundred km, and in pY bases get big.

6 months ago

Thanks for your input!

I am feeling you on the fuel slot - my base is getting to the point where my mini trains run out of fuel trying to refuel!

I'm not sure what toggle I would put on the recipe changes... the baseline recipes are too easy for pY, and if you did want them I think you could just use Mini Trains directly? Just let me know what you mean exactly and I'll see if it makes sense for this mod.

6 months ago
(updated 6 months ago)

I mean the earlier tech part. It's together in the startup settings, and I feel like I would want them to appear at the original place in the tech tree that they do without the changes, but have the updated recipes using the pY components.

5 months ago

Thank you again for your input!

I released an update that addresses some of your issues. Specifically: I updated the "PyEarlyMiniTrains" checkbox and its help text to actually be accurate: now it's called "extra early trains". If enabled, mini trains are available after logistics technology (as before), if disabled, mini trains are available after researching and producing py science pack 1.

I tried adding an extra fuel slot, but I think it's too easy. Mini locomotives are intended to be slightly worse than half of a regular locomotive, and if you use two mini locomotives, it feels appropriate that they would collectively have only two fuel slots, compared to a regular locomotive's three fuel slots. Trains dying and causing deadlocks should motivate you to upgrade to the next level of train, or to produce denser forms of fuel (eg coke instead of raw coal). That said, I added an "extra fuel slot" startup option that gives mini locomotives two fuel slots.

4 months ago

I greatly appreciate it, I'm doing a dumb idea that uses 1:1 mini locomotives until the end-game and this slightly lessens the suffering until charcoal, because the size of my base so far at pysci2 is causing coarse coal to run out with one stack.

Definitely too easy with normal people ideas like bigger trains

4 months ago

haha I think in the py world it's less about bigger trains, and more about using the train upgrades - I'm using 2:2 minis now and will be upgrading/adding 1:1 regular trains and I don't think I'll ever go bigger than that for my main rail network!

love to see you using the mod, hope to see screenshots at some point!

New response