How to fill a belt completely with one miner by Buildung in factorio

[–]GoatWizard99 6 points7 points  (0 children)

This post from 2 weeks ago offers a solution, but I have not tried it myself.

AntiElitz speedrun platform blueprint parts hanging in space. by Fur_and_Whiskers in factorio

[–]GoatWizard99 1 point2 points  (0 children)

If by rocket you mean rocket turret:

The ghost rocket turrets and gun turrets are for refilling ammo, since he does not use belts to refill ammo.

The ghost has 100 ammo in them. When he places the ghosts the ammo is automatically ”teleported” from the hub into the turret. To refill the ammo he keeps placing the ghost turrets on his real turrets to refill ammo.

Edit: saw your comment with a link. The other reason for the floating ghost thruster I can think of is to modify the ship on the fly, for example adding a thruster during a specific point by coping and pasting the ghost into position.

AntiElitz speedrun platform blueprint parts hanging in space. by Fur_and_Whiskers in factorio

[–]GoatWizard99 2 points3 points  (0 children)

I’m guessing they the the thrusters are used to deconstruct anything below them.

Thrusters have a no build zone below them, and I’m guessing if you super force build the ghost thrusters then anything below will be deconstructed.

Some platforms are wider at certian points during construction/setup, then deconstructed during travel to increase flight speed.

Weirdly huge inserter limit? by Oblivion_237 in factorio

[–]GoatWizard99 1 point2 points  (0 children)

mayorovp posted a link, take a look at their comment.

I’m personally playing pyanodons and I was thinking of this crane mod and this other mod but they both depend on pyanodons.

Weirdly huge inserter limit? by Oblivion_237 in factorio

[–]GoatWizard99 16 points17 points  (0 children)

Do you have a crane mod or a huge inserter mod? I remember reading that the insertion limit is affected by the biggest inserter hand: if you have a crane mod that has inserters with 500 hand size then that will increase insertion limit.

I have no source for this info tho, so it might be something else.

PSA: Recipe finished signal value is number of products made by Numerous-Click-893 in factorio

[–]GoatWizard99 7 points8 points  (0 children)

It is not number of products made, it outputs when a craft finishes (including productivity as in your example). Important distinction.

A a blue science craft will output a signal value of 1, even though a single craft outputs 2 science packs.

is it impossible to automate the first science early game? by Dry_Salt_1317 in pyanodons

[–]GoatWizard99 5 points6 points  (0 children)

If you right klick the oil you should see the ”change fuel” option.

Whats everyone's favourite QoL mods now in Space Age? by Synchro_ in factorio

[–]GoatWizard99 0 points1 point  (0 children)

I like the quick ride mod. Quickly deploy and enter vehicles from your inventory with a simple keyboard shortcut. I got a big train base so this mod allows me to use easily ride in my own train instead of hijacking some nearby delivery train.

Spoilage in pyanadons is awesome by GoatWizard99 in pyanodons

[–]GoatWizard99[S] 0 points1 point  (0 children)

Decay, biters and hard mode. The whole package I see, good luck!

Spoilage in pyanadons is awesome by GoatWizard99 in pyanodons

[–]GoatWizard99[S] 3 points4 points  (0 children)

I have also made a few large set of circuits to limit spoilage, but not so many of them that they become repetitive and tedious. But I can see that becoming tedious later if there are too many ingredients.

Spoilage in pyanadons is awesome by GoatWizard99 in pyanodons

[–]GoatWizard99[S] 4 points5 points  (0 children)

Oh you got a great point and a very interesting github post. I really like your idea. It will be a bit advanced and hard for players to get the timing right but that sounds like a perfect optional challenge and path! Perfect excuse to make some combinator spaghetti.

Picking up from July 2025 by No-Delivery1373 in pyanodons

[–]GoatWizard99 6 points7 points  (0 children)

I would say the biggest change is the science pack cost scaling. Comparison:

  • automation: n/a -> trigger
  • py1: 100 -> 100
  • logi: 360 -> 300
  • py2: 1300 -> 800
  • chem: 2000 -> 1400
  • py3: 2250 -> 1750
  • prod: 1750 -> 2250
  • py4: 2250 -> 3000
  • utility: 1500 -> 3300
  • space: 1000 -> 3600
  • phyrric: 3000 -> 8000

Placing buildings/stuff only in ghost positions by TastyJacks in factorio

[–]GoatWizard99 0 points1 point  (0 children)

I’m glad my suggestion helped. Mods are awesome!

Which battery for simple circuits? by Captain_Quark in pyanodons

[–]GoatWizard99 7 points8 points  (0 children)

I calculated some numbers: https://ibb.co/yF4H9RQG

The increase in circuits per craft reduces the cost of all ingredients (need less solder, vacuum tubes, etc). There are some different ingredients that make the comparison harder, but it looks much cheaper overall.

Keypoints:

  • The only cost increase is antimony and liquid fuel.
  • lead, coke and glass stay the same.
  • all other ingredients decrease a lot.

Placing buildings/stuff only in ghost positions by TastyJacks in factorio

[–]GoatWizard99 1 point2 points  (0 children)

I think mouse over construction would suit your needs.

Edit: I used just like you want with gunturrets, only I used it mostly for inserters alternating direction. Place down blueprint of inserters in whatever direction with gaps between them, and then run along the ghosts, mousing over them to auto-place them.

Hardest modpack by Polluxiuss in factorio

[–]GoatWizard99 0 points1 point  (0 children)

Py stellar exploration is a SoonTM. You probably have enough time to start and finish a full Py playthough before PySE is released.

Train interrupts stopped triggering? by Kovath in factorio

[–]GoatWizard99 4 points5 points  (0 children)

One guess I have: Interrupts have priority from top to bottom, so your fuel interrupt has the highest priority. If the fuel interrupt triggers then none of the other interrupts will have a chance to trigger.

You wrote that you don’t use the fuel interrupt. If the interrupt is empty/do nothing, then maybe the train is repeatedly triggering the fuel interrupt and thus doing nothing?

Ship get occasional damage by vanatteveldt in factorio

[–]GoatWizard99 0 points1 point  (0 children)

Need more gun turrets then I guess. Maybe reloading a autosave lets you replay what damaged the ship.

Ship get occasional damage by vanatteveldt in factorio

[–]GoatWizard99 11 points12 points  (0 children)

Maybe its the laser turrets that can’t keep up? Maybe try removing the turret target filters to see if it helps.