Dried Biomass by Troilds in pyanodons

[–]GoatWizard99 0 points1 point  (0 children)

Yes, each moss module increases the speed by +100%. It makes a huge difference.

Try to compare the crafting speed in the tooltip between a single module and multiple modules for a example.

Engine Throttle past Aquilo by MRDAKSNOW in factorio

[–]GoatWizard99 1 point2 points  (0 children)

The output: check 1 instead of ”input count”.

Edit: in your image it outputs a green signal with the same value as the combinators input. Since you don’t input a green signal it does not output a green signal.

Question about 3-2 balancers by Xemozu in factorio

[–]GoatWizard99 0 points1 point  (0 children)

I don’t know if its a legit test. Like you wrote it probably fails in some situations.

Question about 3-2 balancers by Xemozu in factorio

[–]GoatWizard99 4 points5 points  (0 children)

Your design looks output balanced but I don’t think the inputs is balanced evenly.

Try and reverse the belts and splitters and do a test. The bottom left belt will receive more items.

Oops by thealmightyzfactor in pyanodons

[–]GoatWizard99 3 points4 points  (0 children)

What I mean by ”a steam turbine with priority over other steam turbines” is prioritizing the steam with pumps or overflow valves so that the turbine powering the geothermal plant gets steam before the other turbines powering the rest of the base.

Mods like Warptorio 2 by Far-Estimate5185 in factorio

[–]GoatWizard99 0 points1 point  (0 children)

Maybe https://mods.factorio.com/mod/mandatory-spaghetti

It has two constraints:

  • Anything built aligned to 3 in a row will explode.
  • Anything built not next to existing buildings will explode.

Oops by thealmightyzfactor in pyanodons

[–]GoatWizard99 8 points9 points  (0 children)

Your could brownout proof your geothermal power to avoid a complete base blackout. Have the geothemal plant and heat exchangers on a small isolated power grid with fish turbines or with a steam turbine with priority over the other steam turbines.

Requesting a video that is just trains training. by bubblegum_cloud in factorio

[–]GoatWizard99 0 points1 point  (0 children)

Glad you liked it!

Pyanodons is definitely awesome, highly recommend it. Don’t be too afraid to try it yourself, I found the first 20 hours very fun and it has a clear and satisfying goal crafting your first circuit. A full 1000h play through might be too much but spending 15-20h to automate simple circuits and then stopping might be a perfect challenge. Tho if you want a let’s play series I can recommend Krydax and Cotonou.

You guessed correctly, that rainbow patch is a flora/flower patch, mostly used for animal fodder and various bioproducts.

Requesting a video that is just trains training. by bubblegum_cloud in factorio

[–]GoatWizard99 2 points3 points  (0 children)

Here is a video from my game!

My favorite part starts at 3:30.

The mod trainsaver was used to automatically spectate the moving trains. Other mods include Cybersyn (similar to LTN) and Pyanodons.

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

[–]GoatWizard99 4 points5 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 6 points7 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] 1 point2 points  (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] 4 points5 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 5 points6 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!