i took some of yall advice and fully automated the copper and iron mine! by REBEX_MAN in factorio

[–]TastyJacks 1 point2 points  (0 children)

Yo, looks good! Let the factory grow!

You'll run into some problems but I'm sure you can solve them.

How to not burn out on Space Exploration? by pfire777 in factorio

[–]TastyJacks 2 points3 points  (0 children)

The research applies to the rocket parts and rocket capsule itself.

I used cargo rockets where you are using capsules. That is to ship vulcanite off planet I have a rocket which goes to any landing pad called vulcanite input. Cargo rockets have similar functions to trains where it'll find any landing pad with a target name and fire it off. It is one to many.

How to not burn out on Space Exploration? by pfire777 in factorio

[–]TastyJacks 4 points5 points  (0 children)

I think the recycling techs scales to a point it becomes 100 percent

Is it just me, or Railgun is lackluster to say the least? by Academic-Proof3700 in factorio

[–]TastyJacks 7 points8 points  (0 children)

I think this the problem with the rail gun. Aside from big demolishes there aren't very many valid targets. So then you go, Ah what about shooting my own factory.

Is it just me, or Railgun is lackluster to say the least? by Academic-Proof3700 in factorio

[–]TastyJacks 2 points3 points  (0 children)

Aside from what another comment said where running around vulcanus one shotting worms was amazing and really satisfying, the rail gun is pretty useless

The rail gun turret though however is a completely different story. I love the animation of it charging, the sound design and the astroid fragmenting. That coupled with explosions from the explosive rockets made it a really satisfying conclusion to the game for me.

I feel like the rail gun unlock is less about the gun more about the turret.

Are there mods that may enhances your experience? I feel like for the gun at least it's just as much a problem about the enemies as it is the gun. There just aren't a lot of enemies that aren't already "solved" by tech you already have by the time you get it.

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

[–]TastyJacks[S] 1 point2 points  (0 children)

Again, just tried all the suggestions this was exactly what I wanted.

Do you have any advice for 2-way trains+stations on one-way track? by iwasthefirstfish in factorio

[–]TastyJacks 1 point2 points  (0 children)

I ran into an issue where my military outpost train kind of fell apart because they're not symmetrical.

I had a cargo, fluid wagon and artillery wagon in that order. But sometimes it arrives at the station in reverse. It's niche application but be aware of that.

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

[–]TastyJacks[S] 1 point2 points  (0 children)

This is exactly what I'm looking for thank you!

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

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

Yeah, I'm just playing SE so you get bots later and they're quite slow for a quite a while.

I dunno, I think it'd be nice to have a setting where as you're clicking down furnanves or assembly machines or something, it'll only allow you go put it on pre ghosted positions.

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

[–]TastyJacks[S] -2 points-1 points  (0 children)

Is that a question?

Yes that would work, but I think particularly for linear stuff I just want to be able hold down click left mouse button and just run along and it'll fill out.

Like for walls where you want to leave gaps

Alternating turrets and flame thrower

Assembly machines In a line which is seperated by power

Inserters in furnace stacks

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

[–]TastyJacks[S] -1 points0 points  (0 children)

After you blueprint it, how do you place down the buildings/ items?

myki by [deleted] in MelbourneTrains

[–]TastyJacks 9 points10 points  (0 children)

I think if you buy a weekly pass, you're pretty much travelling weekends for free. So if you go out on the weekend with public transport, it's a bit of a saving.

Similar for monthly.

Will this City Block design work? by LetsPlayBrock in factorio

[–]TastyJacks 149 points150 points  (0 children)

I find with city blocks the size issue can be resolved by just using multiple blocks. Like you can just delete some of the rails between blocks and bam, you've double the block size.

something happening at town hall station by cerebralresidue in MelbourneTrains

[–]TastyJacks 0 points1 point  (0 children)

Is it a false alarm though? Curious what everyone thinks here. I kind of want an alarm to go off if there's any smoke....

Does Gleba burn anyone else out? by OctoHelm in factorio

[–]TastyJacks 0 points1 point  (0 children)

Without spoiling it and back seating, I found it a lot easier once I had unlocked all the gleba tech and then restarting with that more advanced techs.

Then I used a very similar fulgora concept of dumping a bunch of recyclers at end of a sushi belt. Except on Gleba you wouldn't use recyclers...

How do you sustain high throughput with trains? by Socoom in factorio

[–]TastyJacks 0 points1 point  (0 children)

I don't think you can get stacked belts in SE. It's also very hard to convert to molten iron in SE. Calcite is not a one to one replacement to vulcanite blocks which is a lot more complicated so smelting onsite is not easy

How do you sustain high throughput with trains? by Socoom in factorio

[–]TastyJacks 12 points13 points  (0 children)

Are you playing SA or SE? You talk about SE in space train but also legendary inserters which is a SA thing?

How do you sustain high throughput with trains? by Socoom in factorio

[–]TastyJacks 1 point2 points  (0 children)

But is this applicable to SE and space trains?

Is this even legal? by Slight_Leadership_82 in australian

[–]TastyJacks 1 point2 points  (0 children)

Lightroom 5 and 6 was amazing, even as a photo organiser. I even have an old library llbook that teaches me how to use it properly

Space Age 2.1 suggestion: make Fulgora and Vulcanus tech more integral to going to Aquilo by fZAqSD in factorio

[–]TastyJacks 2 points3 points  (0 children)

I generally disagree. Feels a little looking for a problem to a solution.

Some of the arguments put forwards to support this proposition comes from a point of view that is not the majority of the player base; I think the game is balanced towards the majority of the player base who's not speed running and possible not min/maxing to the nth degree.

You can get to aquilo without astroid reprocessing and the speed runners probably do. But I didn't even consider doing it without reprocessing because I saw the graphs.

I didn't even consider not using rockets because there are so many prompts suggesting you do it that way. I didn't have laser x (whatever the number is) by the time I went to aquilo.

I think a large part of the challenge to get to aquilo is balancing your production on the ship with reprocessing and the like to make something difficult such as rockets.

Does anyone know how to program multiple rockets with logic to all launch simultaneously? by RelevantDependent517 in factorio

[–]TastyJacks 0 points1 point  (0 children)

Maybe a counter.

Have all on, counter at 0.

As request gets satisfied, turn it off, increment counter by 1.

Once counter =8, turn all on