Pyanodons Streamlined


Provides settings to make Py a more polished experience. Organizes menus, differentiates recipe icons, alters names & descriptions for improved searchability and clarity, adjusts the tech tree to be less cluttered, rebalances recipe speeds to make scaling up more gradual, and more. All changes are fully configurable via the settings.

Tweaks
a day ago
1.1 - 2.0
1.82K

Changelog

Version: 1.0.17
Date: 2025.07.15
  Changes:
    - Renamed from "Pyanodons Simplified" to "Pyanodons Streamlined"
    - Differentiated icon appearance for smart farm recipes, uncaging recipes, and artificial growing recipes
    - Organized sample recipes to be ordered at the beginning of their sections
    - Organized artificial growing recipes and uncaging recipes to be ordered at the end of their sections
    - Organized plant/animal turd recipes to be ordered next to their corresponding non-turd versions
    - Added descriptions to items/recipes: wood, anthracene-gasoline-hydrogenation, syngas2, coarse-coal-to-coal
  Balancing:
    - Adjusted effects of "rebalance recipe speeds" setting to diminish with each successive tier - the highest tier recipes use their
      original speeds and the highest tier plant/animal buildings use their original power consumption values
    - Adjusted rebalanced recipe speed multipliers for tier 1 plants/animals: logs (x3 to x2), wood seeds (x2 to x1), sap (x5 to x4),
      seaweed (x8 to x4), moondrops (x6 to x4), methane from moondrops (x6 to x2), cottonguts (x5 to x2), cottongut pups (x2 to x1),
      cottongut studs (x4 to x3), tuuphras (x8 to x3), arqads (x2 to x1), arqad egg nests (x3 to x1), arqad honeycomb (x4 to x2),
      kicalk (x4 to x1), kicalk fiber (x4 to x2), korlex (x3 to x2), sponges (x2 to x1), zipir (x4 to x2), xyhiphoe (x3 to x2),
      trits (x2 to x1), yotoi fruit (x1 to x2), bhoddos (x2 to x1), cadaveric (x8 to x4), grod (x6 to x2), guar (x2 to x1),
      arthurians (x5 to x1.5), arthurian eggs (x1 to x1.5), dhilmos (x5 to x2), dingrits (x3 to x2), cridren (x2 to x1),
      phadai pups (x6 to x3), vonix (x8 to x2), vonix eggs (x3 to x1), zungror (x5 to x2), xenos (x4 to x2)
    - Adjusted rebalanced recipe speed multipliers for: biosample (x4 to x2), steel-plate (x3 to x2), coke-coal (x3 to x2), 
      clay (x2 to x1), hydrogen (x4 to x2), purest-nitrogen-gas (x4 to x2), purest-nitrogen-void (x4 to x2), pressured-air (x2 to x1),
      muddy-sludge-void-electrolyzer (x2 to x3), distilled-raw-coal (x2 to x1), light-oil-aromatics (x2 to x1),
      anthracene-gasoline-cracking (x2 to x1), anthracene-gasoline-hydrogenation (x2 to x1), zinc-chloride (x2 to x1),
      tar-talloil (x2.5 to x1), tall-oil-separation (x5 to x1), syngas (x3 to x2), syngas2 (x3 to x2), warm-stone-brick-1 (x8 to x4),
      borax-washing (x2 to x1), graphite (x4 to x2), powdered-aluminium (x2 to x1), molten-aluminium-01 (x4 to x1),
      molten-iron-05 (x4 to x2), molten-solder-0 (x4 to x2), solder (x2 to x1), hotair-solder (x2 to x1), reheat-coke-gas (x4 to x2),
      grade-3-copper (x4 to x2), classify-low-grade (x3 to x2), wash-coper-low-dust (x3 to x2), grade-3-nickel (x3 to x2),
      grade-2-lead-crusher (x2 to x1), intermetallics (x2 to x1)
  Bugfixes:
    - Fixed "rebalance recipe speeds" setting overwriting entity description info
Version: 1.0.16
Date: 2025.06.28
  Changes:
    - Adjusted menu organization for production buildings, colored concrete, erbium, replicators, used animals, and others
    - Hid all remaining inaccessible items/recipes
    - Added "T.U.R.D." text to items/entities unique to the TURD system to be consistent with recipes which do the same
    - Moved MIBC tech from logistics to py2 science stage (it has no use til then)
    - Fixed "rebalance recipe speeds" setting overwriting recipe description info
    - Compatibility patch for blueprint shotgun - its techs are available earlier and work even with the "Yes (enemies disabled)" setting
    - Compatibility patch for cybersyn - combinator tech cost and ingredients are changed to fit py
    - Compatibility patch for loaders modernized - tech ingredients corrected
    - Moved valves from "valves" and "configurable-valves" mods to be organized alongside py's valves
Version: 1.0.15
Date: 2025.06.21
  Changes:
    - Adjusted menu positions for several items/fluids
    - Hid several inaccessible items/recipes
    - Adjusted "rebalance recipe speeds" setting: reverted latex-related changes, reduced vrauks multiplier from x8 to x4, reduced
      fastwood log multiplier from x5 to x3, reduced cottongut stud multipier from x8 to x4, reduced fish multiplier from x6 to x2,
      increased ralesia multiplier from x4 to x8 (see v1.0.13 changes)
    - Adjusted optional dependencies (recommendations)
Version: 1.0.14
Date: 2025.06.17
  Changes:
    - Added several quality-of-life mods as optional dependencies (recommendations)
    - Fixed error due to missing decay-related recipes being expected
Version: 1.0.13
Date: 2025.06.16
  Changes:
    - Added a new startup setting which increases the speed of some recipes - this mostly affects cases where more than 4-8 buildings per
      recipe would be required for a minimal production chain, so you'll get to see more of py faster while only speeding up the most
      repetitive parts. Specific changes are noted in recipe/entity descriptions.
    - Moved nightvision up to be unlocked at the same stage as construction bots for accessibility reasons
    - Moved military science technology deeper within 3rd science stage to make more logistics technologies visible simultaneously
    - Removed redundant py2 science requirement from early military techs since they are "hidden" fine without it
    - Reordered recipe unlocks within technologies for techs in 3rd and 4th science stages (logistics/py2)
    - Moved biomass subgroup further down and sorted biomass recipes by how much they produce
    - Reordered alien-life species within land/aquatic/plant groupings to be mostly based on the order they become available
    - Reorganized some alien-life-related items/fluids and other fluids
    - Updated "purest nitrogen" recipe name to match new "nitrogen contaminate" localisation
    - Corrected main_product for some TURD recipes so they get organized as expected
Version: 1.0.12
Date: 2025.05.31
  Changes:
    - Moved several overlooked subgroups into their appropriate groups
    - Anything still in the old merged groups (enemies, tiles, coal-processing, fusion-energy, etc) will get moved to appropriate groups
    - Renamed brass CuZn battery to galvanic cell (the copper and zinc plates are each suspended in a sulfate, not alloyed)
    - Moved evaporation processing 1 back to its original position in automation science to allow slaked lime to have a use before py1
Version: 1.0.11
Date: 2025.04.09
  Changes:
    - Beacon variations are now only hidden in Factoriopedia, allowing them to be selected in mods such as Factory Planner or Helmod
Version: 1.0.10
Date: 2025.04.08
  Changes:
    - Added optional dependencies (recommendations) for RecipeBook, RateCalculator, FactorySearch, configurable-valves, HandyHands
    - Moved ash to bottom of materials group
    - Fixed name for ree-float recipe
    - Organized unsorted/hidden things
    - Improved compatibility with PyBlock: disabled "technology adjustments" setting, sorted mk0 items, sorted uranium ore-creation items
Version: 1.0.9
Date: 2025.02.28
  Changes:
    - Added Russian localisation (thanks to AbobaEnjoyer777)
Version: 1.0.8
Date: 2025.02.27
  Changes:
    - Fixed error due to "vacuum-tube-electronics" being changed to "electronics"
Version: 1.0.7
Date: 2025.02.10
  Changes:
    - Fixed error when setting new "main_product" (e.g. when using omnimatter_fluid and cybersyn together)
Version: 1.0.6
Date: 2025.02.05
  Changes:
    - Removed hyphens from some names to reflect changes made in base py mods: rare-earth, titanium-enriched, red-hot,
      plutonium-xxx, uranium-xxx
    - Moved ur-biomass to uranium materials subgroup
    - Fixed missing name for portable gas generator
Version: 1.0.5
Date: 2025.01.08
  Changes:
    - Added saline water recipe to evaporation processing if technology adjustments are made but biters are still enabled
    - Fixed misspelling in tailings-dust recipe name
Version: 1.0.4
Date: 2024.11.18
  Changes:
    - Fixed a startup error
    - Updated recipe name for tailings-classification, calcinate-separation, organic-solvent
    - Updated menu organization for some items/recipes
Version: 1.0.3
Date: 2024.11.12
  Changes:
    - Moved "void" subcategories to their appropriate groups
    - Improved support for Py Hard Mode
Version: 1.0.2
Date: 2024.10.30
  Changes:
    - Fixed tank volumes for optional startup setting
    - Reorganized extra factoriopedia categories: "enemies" and "tiles" merged with "environment", "signals" renamed "abstract"
    - Moved "qualities" and "empty-barrel" subcategories to their appropriate groups
Version: 1.0.1
Date: 2024.10.24
  Changes:
    - Fixed a startup error
Version: 1.0.0
Date: 2024.10.22
  Changes:
    - Initial update for Factorio 2.0
Version: 0.0.7
Date: 2024.08.26
  Changes:
    - Adjusted startup settings to be fully configurable - all features can be enabled/disabled separately
    - Expanded renaming of multi-product recipes to include most multi-product recipes from first 4 science packs
Version: 0.0.6
Date: 2024.08.23
  Changes:
    - Added a startup setting to reorganize items to fit into 7 total item groups (instead of 10) based on in-game similarities
      instead of which pymod they come from. Groups for "materials", "fluids", and "life" are used in addition to the original
      4 groups from the base game.
    - Added a check for fixing technology unlocks in case Py's post-processing doesn't fix them
Version: 0.0.5
Date: 2024.08.10
  Changes:
    - Added startup settings for minor balance changes affecting saline water recipes and storage tank capacities
    - Expanded previous improvements involving prioritized ordering of recipe unlocks as well as names of multi-product recipes
      to also apply to technologies and recipes acquired with "py science pack 1"
    - Moved most military techs deeper so the logistic-science techs can be viewed together more easily
    - Adjusted prerequisites for fluid pressurization to include both glass and ceramic, and moved saline water recipes into it
      while moving pressurized air/water recipes deeper in the tech tree where they first get used
    - Moved additional techs deeper into the tech tree: electrolysis, land animals, microbiology, fertilizer
    - 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
Version: 0.0.4
Date: 2024.08.04
  Changes:
    - Reordered recipe unlocks within technologies to generally be in order of priority - recipes that need to be used first will
      be listed first
    - Moved evaporation processing deeper into the tech tree since it is only needed for gunpowder in the early game
    - Moved high-pressure furnace recipe into mining with fluid so that it is also available for ceramic, which was overlooked in
      the previous version
    - Moved moss to be slightly earlier so that it is adjacent with seaweed
    - Moved kerogen processing below glass since shale oil can only be used to fuel glassworks in the early game
    - Moved some recipes from vacuum tube electronics to technologies immediately above it
    - Adjusted "gravel" saline water recipe to be equivalent to the "stone" version instead of being less efficient even though it
      requires more processing steps
Version: 0.0.3
Date: 2024.08.02
  Changes:
    - The high-pressure furnace is now unlocked alongside the recipes which use it instead of being unlocked from
      a single technology
    - Early recipes with multiple products are renamed to include each product so they are searchable
    - Moved basic substrate tech slightly deeper into the tech tree
Version: 0.0.2
Date: 2024.08.02
  Changes:
    - Fixed typo
Version: 0.0.1
Date: 2024.08.02
  Changes:
    - Initial release