Search found 150 matches

by SirSmuggler
Mon Feb 09, 2026 8:59 am
Forum: Ideas and Suggestions
Topic: Fulgora enemy threat
Replies: 4
Views: 301

Re: Fulgora enemy threat

I think it's nice that different planets are indeed different. Not all of them need enemys.
by SirSmuggler
Tue Feb 03, 2026 9:53 am
Forum: Ideas and Suggestions
Topic: "From Scratch" achievement for each new planet (except Aquilo)
Replies: 17
Views: 1042

Re: "From Scratch" achievement for each new planet (except Aquilo)

No bots allowed sounds most resonable to me. Even without thinking of the possibility to chuck them in a recycler to effectivley import a whole lot of things other then "just construction bots"...

On my first playthrough I thought you needed a landing pad to drop anything from orbit, so I did ...
by SirSmuggler
Wed Jan 07, 2026 2:16 pm
Forum: Ideas and Suggestions
Topic: Saving Productivity per Recipe
Replies: 15
Views: 1073

Re: Saving Productivity per Recipe



If it feels punishing to use your brain, use it some more and set the switching to happen only when enough cycles has be produced to gain the extra product. Should be possible with some more circuit magic. I don't know exacly how mind you, but I sure it's possible.


"
Solving no Task will ...
by SirSmuggler
Wed Jan 07, 2026 7:27 am
Forum: Ideas and Suggestions
Topic: Saving Productivity per Recipe
Replies: 15
Views: 1073

Re: Saving Productivity per Recipe

If it feels punishing to use your brain, use it some more and set the switching to happen only when enough cycles has be produced to gain the extra product. Should be possible with some more circuit magic. I don't know exacly how mind you, but I sure it's possible.
by SirSmuggler
Mon Jan 05, 2026 6:35 am
Forum: General discussion
Topic: Lightning Collector vs. Lightning Rod
Replies: 11
Views: 6966

Re: Lightning Collector vs. Lightning Rod


So how about adding upgrading lightning rods -> collector as a mod? I think all what needs to be changed is to add next_upgrade="lightning-collector" to the rod item entity and then an upgrade planer can find it?


Considering they have different fotprints (1x1 vs 2x2) I'm guessing that would be ...
by SirSmuggler
Tue Dec 09, 2025 6:06 am
Forum: Ideas and Suggestions
Topic: Solenoid valve
Replies: 6
Views: 846

Re: Solenoid valve

Isn't that what the pump allready does?
by SirSmuggler
Thu Nov 06, 2025 11:33 am
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 11328

Re: Make promethium spoil, and quickly

I collect promethium in cargobays on my ship, not belts. Is it "efficient"? Probobly not. Do I care? Not at all.

I bring the prometium back to Nauvis where it's dumped to the surface, then it's shiped up to a different platform that does the science. Again, not efficient, but its my way and I like ...
by SirSmuggler
Wed Oct 22, 2025 5:06 am
Forum: Gameplay Help
Topic: [QoL] Logistic - Set item demand from blueprint [CLOSED]
Replies: 3
Views: 454

Re: [QoL] Logistic - Set item demand from blueprint

Try clicking "Add section" with your blueprint in hand.
by SirSmuggler
Wed Oct 15, 2025 5:30 am
Forum: Gameplay Help
Topic: Circutry for dynamic quality crafting
Replies: 2
Views: 504

Re: Circutry for dynamic quality crafting

Thanks, I finaly got it to work. It took quit a bit of hair pulling and youtube clips of smart people trying to explain various memmory cells and latches, but I did get there in the end :)
by SirSmuggler
Tue Oct 14, 2025 6:16 am
Forum: Gameplay Help
Topic: Circutry for dynamic quality crafting
Replies: 2
Views: 504

Circutry for dynamic quality crafting

settup.jpg
Forgive my lack of paint skills, I hope with the explanation below it makes sense.

- Assembling machine and recycler both have quality modules.
- Assembling machine set to "Set recipe".
- Requester chest set to "Read contents" and requests material for crafting common artillery ...
by SirSmuggler
Mon Oct 13, 2025 6:00 am
Forum: Ideas and Suggestions
Topic: Keeping fish alive / placing fish in water
Replies: 33
Views: 11641

Re: Fish healing + put them back in water

You can drop them in the red water on Vulcanus. They even revard you with a happy "Pffft" sound when you do.
by SirSmuggler
Fri Sep 19, 2025 4:37 am
Forum: Ideas and Suggestions
Topic: WASD Movement Canceling When Opposite Directions Are Pressed Simultaneously
Replies: 5
Views: 1008

Re: WASD Movement Canceling When Opposite Directions Are Pressed Simultaneously



I have one of the keys pressed constatnly while taping the other repeatedly makeing their predictions allways way of. If there was forced canceling I'd have to actualy shift which key to press and risk not being in motion for a tick or two and thus get gooed by the worms/spitters.

I don't ...
by SirSmuggler
Thu Sep 18, 2025 11:14 am
Forum: Ideas and Suggestions
Topic: WASD Movement Canceling When Opposite Directions Are Pressed Simultaneously
Replies: 5
Views: 1008

Re: WASD Movement Canceling When Opposite Directions Are Pressed Simultaneously

Sounds like a good accessability feature, just make it optional.

For me personaly I find this non cancelling very usefull when fighting worms, I have one of the keys pressed constatnly while taping the other repeatedly makeing their predictions allways way of. If there was forced canceling I'd have ...
by SirSmuggler
Wed Sep 10, 2025 10:35 am
Forum: Gameplay Help
Topic: Coal Liquefaction
Replies: 9
Views: 1518

Re: Coal Liquefaction

My gues would be that the spliters are triping you up. The inserters will pull from the top lane while the bottom lane will backup and prevent new coal from flowin in to that lane. So the througput of the red belt is artificialy reduced.

Try pulling directly from the belt without the spliters (long ...
by SirSmuggler
Thu Aug 28, 2025 5:44 am
Forum: Ideas and Suggestions
Topic: Belt Imunity rework if not redone
Replies: 7
Views: 1446

Re: Belt Imunity rework if not redone



There sure are. I've never bothered with belt immunity (but I like that it exists as an option for thouse who want it), I often use the belts to run a bit faster around my base. Obviously this is mostly early game as remotview soon removes the need to move at all.


You say you never "bothered ...
by SirSmuggler
Tue Aug 26, 2025 1:00 pm
Forum: Ideas and Suggestions
Topic: Belt Imunity rework if not redone
Replies: 7
Views: 1446

Re: Belt Imunity rework if not redone


Only downside of not having a separate button for it would be that if anyone actually doesn't want belt immunity. Period.
Are there any such people? I know some people just don't bother equipping it but do they actually like being affected by belts all the time?

There sure are. I've never ...
by SirSmuggler
Tue Aug 26, 2025 5:27 am
Forum: Ideas and Suggestions
Topic: Show range on existing mining drills when the player holds a drill
Replies: 1
Views: 459

Re: Show range on existing mining drills when the player holds a drill

Sounds good to me. I often find my self musing over a big mining drill and try to find a good landmark to focus on at the edge of its range befor I switch over to trying to place the next drill. This would help with that (very mild but still) annoyance.
by SirSmuggler
Mon Aug 25, 2025 11:11 am
Forum: Ideas and Suggestions
Topic: Atomic bomb should destroy ore patches in the explosion area
Replies: 15
Views: 2530

Re: Atomic bomb should destroy ore patches in the explosion area

Personaly I use a-bombs so infrequently allready (artillery + PLDs in relevant quantity solves most of my biter problems), no need to make me hesitate the few times it happens.
by SirSmuggler
Fri Aug 22, 2025 10:42 am
Forum: Ideas and Suggestions
Topic: Beacon range in factoriopedia
Replies: 3
Views: 601

Re: Beacon range in factoriopedia

My bad, I though you where talking about the wiki.factorio.com not the ingame wiki.
by SirSmuggler
Fri Aug 22, 2025 5:49 am
Forum: Ideas and Suggestions
Topic: Beacon range in factoriopedia
Replies: 3
Views: 601

Re: Beacon range in factoriopedia

Isn´t "Supply area" the range (9x9)? It's not expresed as a radius (makes sense as its a square not a circle), but it is there.

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