Pyanodon Express (WIP)


Finish Pyanodon in about 200~ hours instead of 1000+. Every item, creature and production chain stays; research is cheaper, buildings cost less, recipes need fewer inputs, and machines, farms and drills run faster. Every change is a startup setting.

Content
11 days ago
2.1
8
Cheats
Owner:
craftelia
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
11 days ago
Latest Version:
0.1.1 (11 days ago)
Factorio version:
2.1
Downloaded by:
8 users

THE IDEA IS HERE, BUT I THINK TOO MANY INGREDIENTS ARE REMOVED FROM SCIENCE PACKS SO IM WORKING ON A PATCH!
for now if you still want to try this mod i recommend looking at the startup options and make sure you like the changes before a run

Pyanodon Express

Finish Pyanodon in about 200~ hours instead of 1000+, with every item, creature and production chain still in.

Why I made this

I love Pyanodon. The chains feel like real biology and chemistry: you farm creatures, breed microbes and build a whole economy from the ground up, and once it clicks no other overhaul compares.

But I have never finished it. Every run ends the same way. Two hundred hours in, I'm still building the tenth sub-factory for one circuit ingredient, life gets in the way, and the save sits there forever. I got tired of being someone who only ever saw the first half of Py.

I didn't want to take anything away from it. Cutting chains or deleting buildings would undo what makes Py special, and it would be unfair to the authors, who spent years building it. So this mod changes numbers only. You still see every building, every creature and every clever chain. You just get to the end of them.

All credit for the content goes to Pyanodon and the Py team. This is a tribute to their work, not a replacement. If you have the time for the full experience, play it as it was designed. If you're like me, this is your way to reach the rocket.

What it changes

Everything is a startup setting, so you can set the challenge yourself. Defaults:

Setting Default Effect
Research cost 0.25× A quarter of the science packs per technology
Research time 0.5× Labs work through each unit twice as fast
Building cost 0.5× Half the ingredients for buildings, belts, pipes and poles
Recipe inputs 0.6× 40% fewer ingredients in other recipes
Machine and farm speed 2× Assemblers, furnaces, farms and other crafting buildings
Mining speed 2× All drills
Output multiplier 2× Recipes give twice the products (byproducts included)
Max ingredient types 4 Huge recipes drop their most complex extra ingredients
Max batch 5 Small recipes that rounding can't make cheaper craft several at once instead

It runs after Py's own tech tree and cost changes, so it works on the final recipes. About 8,400 recipes are adjusted with the default settings.

Recipe examples (default settings)

Iron plate
- Py: 8 iron ore → 1 iron plate
- Express: 5 iron ore → 2 iron plates (2.5 ore per plate instead of 8)

Steel plate
- Py: 20 iron ore + 5 coke + 5 limestone → 1 steel
- Express: 12 iron ore + 3 coke + 3 limestone → 2 steel

Plastic bar
- Py: 20 petroleum gas + 1 coal → 2 plastic
- Express: 12 petroleum gas + 1 coal → 4 plastic

Battery mk01
- Py: 20 sulfuric acid + 1 zinc + 1 copper + 2 rayon → 1 battery
- Express: 12 sulfuric acid + 1 zinc + 1 copper + 2 rayon → 2 batteries

Electronic circuit: the ingredient limit at work
- Py: 1 PCB + 3 vacuum tubes + 3 inductors + 5 capacitors + 6 resistors + 2 solder + 1 battery → 3 circuits
- Express: 3 PCB + 9 vacuum tubes + 6 solder + 3 batteries → 30 circuits (one 20 s batch)
- Inductors, capacitors and resistors are no longer needed here. Those chains still exist for the recipes that use them.

Advanced circuit: 12 ingredient types down to 4
- Py: PCB2, electronic circuit, transistor, microchip, inductor, diode, capacitor, resistor, optical fiber, solder, battery and MOSFET → 5 circuits
- Express: 3 electronic circuits + 9 microchips + 12 solder + 15 batteries → 50 advanced circuits (one 25 s batch)

No free items

Cheaper recipes should never turn into infinite-item loops:

  • Catalysts, meaning ingredients that also come back out, keep their amounts.
  • Reversible pairs like barrel/unbarrel and box/unbox are left unchanged.
  • Recycling and parameter recipes are skipped.
  • Item amounts round up and never drop below 1. Fluids scale exactly.
  • Unstackable items and rocket parts keep their normal output.

One caveat: with the output multiplier above 1, a loop of three or more recipes can turn out net-positive. Only direct undo pairs are protected. Set the output multiplier to 1 if you want to rule this out completely.

Compatibility

  • Factorio 2.1, Pyanodon 3.1.x (requires pypostprocessing)
  • Works with Pyanodon's Simple Mod (pysimple), FoMaKs Pyanodons Tweaks and Quality
  • Settings are startup-only. Changing them on an existing save rescales everything on the next load.

Feedback welcome

The 200-hour target is an estimate, not a measurement. If you finish a run, or the balance feels off somewhere, tell me which settings you used and how long it took. That's how the defaults will get better.