Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Even power that's mostly an afterthought in most cases requires its own part of the factory, usually being expanded and even completely changed several times as you unlock later technologies.
Being based on bob and angel, it keeps the fact that you usually don't blindly multiply the machines in a mega-base style since you have all sorts of input and secondary outputs to worry about.
The end is a bit long to reach so most people tend to quit before that point.
Py is fun in itself but it's for masochists, and I mean that even for people used to the already complex bob+angel.
Even getting the first research pack requires a complex process that involves fluids for example.
It goes all-in on byproduct management and elevates it to a whole new level of byproduct loops inside byproduct loops at times. It starts you out on a barren Nauvis in the very distant past. You play as an android built by an advanced pre-cursor civiliation with the task to seed life across the universe. As this is a barren world without carbon life that means no fossilized fuels - i.e. no coal or oil. And no vegetation means a carbon/nitrogen atmosphere without oxygen. So no burning stuff for power either.
Your main resources are iron (to iron and with added graphite also steel); bauxite (to aluminium); sandstone (to sand; glass and silicon); and limestone (to lime and mostly serving as a catalyst in lots of other things).
Liquid-wise and gas-wise there's a LOT. Advanced fluid handling and its underground pipe management comes HIGHLY recommended. Most of it starts with water though and through electrolysis branches out into an ocean of different chemicals to play around with and master. Speaking of water: it does the 'usual' complex mod thing where you have 'water water' in addition to sea water; saline water; fresh water - i.e. ground water; and waste water.
Waste water isn't useless; you can reclaim it to sludge; from which you can reclaim iron; bauxite; sand or limestone. Reclaiming sand uses up a rather big amount of hydrogen chloride and makes for an excellent way of voiding otherwise unvoidable chlorine.
(Oh yes; not everything is voidable! Sometimes you need to post-process waste-products just to make them voidable...)
Power management wise, the mod does ... interesting things.
The mod relies heavily on electrolysis. Electrolysis eats power. Lots of it.
The mod intentionally is built to hamstring you on power.
Result: you have to get creative. Use special surge electrolyzers that only run on excess power from reneweable solar panels and maintain storage tanks of buffered supply for over the night.
You won't get accumulators until midway into the game. Up until that point, you can use surge electrolyzers to build your own chemical batteries: electrolyze water into hydrogen and oxygen with surplus power during the days. Explosively mix those into steam in a combustion chamber and pipe it to turbines to have power during the night.
https://steamcommunity.com/app/427520/discussions/1/135513549097639353/
It's a very interesting overhaul, as long as you aren't addicted to combat. One thing to add is that wind turbines are also a great source of renewable, variable-output energy in the mod. They're a little weird, because the building itself has a small footprint, but can't be built too close to other wind turbines, and the power output itself is unpredictable. Still, the small footprint makes them pretty efficient primary power sources and they pair well with surge buildings and energy storage. Solar, either regular or thermal, is more predictable, but I like using the new mechanics, including compressed gas storage as a substitute for steam or regular accumulators.
Is not as complicated as Angel+Bobs or Nullius, but it adds an extra twist to the already awesome K2 overhaul (IMO.)
I also added AAI Industry on top of that, it also adds extra complexity to the recipes, but if you played SE, you already know what it does.
I will be trying those 2 for now, but if anyone has other suggestions, I will be happy to check them!
First thought was Seablock. Well balanced recipes and techs. End goal is to launch rocket(same as vanilla:) )but extended with spacemod (not space exploration)
All the Py mods together makes for a fun play-through but yes, it can get a bit crazy at times trying to figure out how to balance all the byproducts. Provides a good challenge for those who can set up vanilla oil cracking while comatose.
You could always try for a Deathworld with Rampant mod. Adjusting some of the enemies can really make this a challenge. Did this for my previous play through and it was very hectic up to the point of artillery and then it was a GG. Was toying with the idea of removing artillery.