Overview
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 can be enabled/disabled independently via the settings and are listed below:
Settings
Menu organization
- Reorganizes items/recipes based on in-game similarities instead of which py mod they come from
- Hides inaccessible items/recipes
Audiovisual adjustments
- Adjusts circuit connection positions for most buildings
- Updates buildings so they don't get cutoff in the tooltip window or within factoriopedia
- Adjusts resource map colors to be more easily differentiated
- Adjusts tile map colors to more closely match their in-world appearance
- Makes all electricity-generating buildings use the same map color
- Hides irrelevant quality "diamonds" if space-age features are used without the quality mod
- Differentiates icon appearances for smart farm recipes, uncaging recipes, and artificial growing recipes
- Adjusts tech icons:
- Fluid handling - shows a barrel instead of a storage tank (it doesn't unlock any storage tanks)
- Storage tanks - shows a storage tank (the original icon for fluid handling)
- Changes symbol on fish wind turbines to look more like a turbine
- Reduces volume of sap extractors, regenerative heat exchangers, and electric arc furnaces
Descriptive adjustments
- Multi-product recipes include each product in their names so they can be searched like other recipes (if "all adjustments" option is selected)
- Adds "T.U.R.D." descriptions to items/entities unique to the TURD system to be consistent with recipes which do the same
- Removes "too heavy for a rocket!" text from descriptions
- Renames the "biomass" fuel category to "biofuel" and the "burnable fuel" category to "carbonaceous fuel"
- Adjusts item names:
- PyTank -> Storage tank
- Tailings pond -> Tailings storage pond
- Exhaust pipe -> Disposal gas vent
- Sinkhole -> Disposal sinkhole
- Burner -> Disposal burner
- Oil burner -> Oil burning boiler
- Multiblade "fish" turbine -> Multiblade "fish" wind turbine
- CuZn Battery -> Galvanic cell (CuZn)
- Dig site -> Nexelit dig site
- Poor man's wooden fence -> Basic wooden fence
- Portable gasoline generator -> Portable gas-fed generator
- Spent Nexelit Battery -> Nexelit battery
- Nexelit Battery -> Charged nexelit battery
- Spent Organic Quantum Battery -> Quantum battery
- Quantum battery -> Charged quantum battery
- Py 1 science pack -> Construction science pack (Py1)
- Py 2 science pack -> Integration science pack (Py2)
- Py 3 science pack -> Augmentation science pack (Py3)
- Py 4 science pack -> Maximization science pack (Py4)
- Iron nexelit antimony special alloy -> Iron nexelit antimony special "fenix" alloy
- Adjusts 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
- Adjusts item descriptions: tailings pond, fluid mining drill, crystal mine, local radar, radar, data array, wood
Technology adjustments
- Recipes within each technology are now generally listed in order of priority - recipes which need to be used first will be listed first
- Technologies moved:
- Combat-related techs (gun turret, stone wall, military, etc) moved to the next science pack or later (if "enemies disabled" option is selected)
- 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
- Transport belt capacity requires fish mk2 since lubricant is needed for the stack inserters
- Nightvision moved up to be unlocked after batteries for accessibility reasons
- 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
- 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
- Ionic upgrader moved down to logistics science since it has no use til then
- 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
- Rearranged steam cooling recipes slightly to better match when they become useful
- Made nuclear sample recipe available slightly earlier alongside its ingredients since those ingredients may spoil
- Compatibility tweaks for: Blueprint Shotgun, Cybersyn, Loaders Modernized
Rebalance storage tank capacities
- Standardizes capacity of fluid storage tanks based on their dimensions - makes the same changes as the setting from Py Industry except for caravan fluid outposts and py-tanks 1000, 1500, 4000, and 5000, whose capacities now match other tanks of the same dimensions
Rebalance storage chest capacities
- Standardizes capacity of item storage containers based on their overall storage footprint - only changes sheds and storehouses
Rebalance module energy
- Makes higher tier modules increase electricity consumption
Rebalance brains
- Reduces the amount of brains needed for vatbrain cartridges (increases for each tier of cartridges)
- Reduces the amount of chitin needed for bioscaffolds to make printing brains more viable
Rebalance recipe speeds
- Increases the speed of some recipes to make scaling up a more gradual process - low-tier recipes are affected the most and each successive tier is less affected, with the highest tiers unchanged (in-game descriptions list exact changes)
- Some buildings use more energy to compensate for fewer buildings being needed
Other balance changes
- Several relatively small changes are grouped together:
- Adjusts the "gravel" and "stone" saline water recipes so the harder recipe isn't worse
- Adjusts the first accumulator recipe to use fewer batteries
- Adjusts the iron oxide slime recipe to be better than the easier option
- Adjusts coalbed gas recipes to use less oxygen & hot air
- Adjusts auogs to have greater fuel value
- Adds recipes to upgrade underground pipes
Miscellaneous
- Provides a new map preset with slightly increased richness of iron/copper/stone and frequency of stone/salt
- TURD notifications no longer reset when changing mods or settings
Installation & Languages
Install or uninstall at any time. This mod won't break anything when added to in-progress games or when removed at a later time. The only major concern is when enabling/disabling "rebalancing" settings which change game balance in various ways. For instance, toggling the rebalance recipe speeds setting will have you needing more or fewer buildings/inserters for the same production.
If PyBlock is enabled, the technology adjustments setting will be disabled.
If PyHM is enabled, the rebalance storage chest capacities setting will be disabled.
The descriptive adjustments setting supports English, Russian, and German localisations. Thanks to Average Enjoyer for Russian translations and Spunk for German translations.
Recommendations
The optional dependencies are included as recommendations to use when playing Pyanodons. If you want space-age features such as belt stacking and spoilage, make sure to use the Enable all Feature Flags mod and check the "enable decay" setting. Also: Elevated Rails, Toolbelt Equipment, Mech Armor
Additionally, you may want to consider the following:
- A ratio planner such as Factory Planner, Helmod, YAFC, or Foreman
- A pre-robot construction helper mod such as Mouse-over Construction, Blueprint Shotgun, or Nanobots