In Pyanodons, some technologies and recipes become available earlier than necessary, resulting in extra clutter and making it harder to recognize what should be prioritized. This mod moves those techs and recipes to deeper positions in the tech tree where they first become useful.
Additionally, some names and descriptions are less-than-helpful, extending how long it takes to figure things out - especially if you try doing so before researching and using them directly. This mod updates several names/descriptions for improved clarity.
There are also some other improvements too. Changes include:
- Reorganizes items based on in-game similarities instead of which py mod they come from
- Recipes within each technology are now generally listed in order of priority - recipes which need to be used first will be listed first (first 2 science stages)
- Multi-product recipes include each product in their names so they can be searched like other recipes (first 4 science stages)
- Removed redundant technology connections
- Technologies moved:
- Combat-related techs (gun turret, stone wall, military, etc) moved to the next science pack or later (if biters are disabled)
- Soil washing moved deeper to be just above crusher and moss
- Moss tech moved up next to seaweed as both function similarly
- Fluid pressurization moved deeper to be just above vacuum tube electronics
- Kerogen processing moved below glass technology since shale oil is the only product and it can only be used with glassworks in the early game
- Basic substrate and land animals moved deeper to be just above vrauks
- Electrolysis moved slightly deeper to be just above cellulose
- Microbiology moved deeper to be just above fish
- Fertilizer moved deeper to be just above yaedols
- Removed efficiency-focused titanium/lead processing prerequisites from nexelit processing
- Reduced the length of connections from mycology and floor tile technologies to improve tech tree readability
- Recipes moved:
- Limestone recipe moved deeper from coal processing to steel processing
- Carbon dioxide recipe moved deeper from coal processing to mining with fluid - it is only needed for moss and moondrop in the early game
- High-Pressure furnace recipe moved deeper from coal processing to mining with fluid and concrete techs (can be unlocked via either)
- Tinned cable recipe moved down to petri dish tech since it is only needed for moondrop in the early game
- Gasifier recipe moved down to acetylene since that's the only place it can be used in the early game
- Saline water recipe moved down to fluid pressurization as it isn't useful until the tech just below that one
- Pressurized air and pressurized water moved down to hot air since that's where they first become useful
- To avoid a single tech having too many recipes, some recipes from vacuum tube electronics were moved up into the technologies immediately above it:
- Graphite, vacuum tube, and saline water recipes moved up to fluid pressurization
- Solder now unlocks zinc plate smelting in addition to lead plate smelting
- The wood-based cellulose recipe is unlocked in the wood processing tech
- The formaldehyde recipe is now in the moondrop technology as the methane there (one of its ingredients) is the only source in the early game
- Adjusted item names:
- PyTank -> Storage tank
- Exhaust pipe -> Disposal gas vent
- Sinkhole -> Disposal sinkhole
- Burner -> Disposal burner
- Tailings pond -> Tailings storage pond
- Multiblade "fish" turbine -> Multiblade "fish" wind turbine
- CuZn Battery -> Brass "CuZn" battery
- Dig site -> Nexelit dig site
- Poor man's wooden fence -> Basic wooden fence
- Portable gasoline generator -> Portable gas generator
- Spent Nexelit Battery -> Nexelit battery
- Nexelit Battery -> Pre-charged nexelit battery
- Spent Organic Quantum Battery -> Quantum battery
- Quantum battery -> Pre-charged quantum battery
- Adjusted tech icons:
- Fluid handling - shows a barrel instead of storage tanks (it doesn't unlock any storage tanks)
- Storage tanks - shows storage tanks (the original icon for fluid handling)
- Adjusted tech descriptions: steel processing, mining with fluid, moss, seaweed, ash separation, wood processing, fluid handling, solder, alloys, plastics, storage tanks, zoology, boron, nexelit processing, antimony processing, nickel processing, chromium processing
- Adjusted item descriptions: tailings pond, fluid mining drill, crystal mine, local radar, radar, data array
Install or uninstall at any time. No significant gameplay changes means this mod won't break anything when added to in-progress games or when removed at a later time.