Search found 139 matches

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: 593

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: 593

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: 676

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: 867

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: 867

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: 243

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: 1174

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: 355

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: 355

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.
by SirSmuggler
Thu Jun 26, 2025 5:17 am
Forum: Ideas and Suggestions
Topic: Alow changing the level of logical blocks in schedule
Replies: 3
Views: 331

Re: Alow resizeing the area that logical blocks cover in schedule

Agrea. It's the same with decider combinators.
by SirSmuggler
Wed Jun 11, 2025 5:30 am
Forum: Ideas and Suggestions
Topic: Fulgora bootstrap
Replies: 5
Views: 910

Re: Fulgora bootstrap


On the other hand, I completed a couple of runs and created a base on Fulgora a couple more times, and I never "recycled" a piece of scrap by hand, not even once. The idea didn't even occur to me.
When I first landed on Fulgora, it didn't even occure to me that you could drop stuff from orbit ...
by SirSmuggler
Tue Jun 03, 2025 9:48 am
Forum: Ideas and Suggestions
Topic: Radar should be moved to logistic tab
Replies: 7
Views: 1451

Re: Radar should be moved to logistic tab

0Navis0 wrote: Fri Jan 03, 2025 8:57 pm There are some buildings in logistic tab which move nothing like the soils. The combat tabs contains only weapons and defenses.
IIRC the combat tab allso holds everything that goes in an equipmentgrid, combat related or not. Belt immunity, roboports and nightvision comes to mind.
by SirSmuggler
Wed May 28, 2025 5:47 am
Forum: Ideas and Suggestions
Topic: Destroy Biter Creep goop with Grenedes
Replies: 2
Views: 480

Re: Destroy Biter Creep goop with Grenedes

+1
I spam trees over the worst areas that are frequently in my view. But you need a loooot of trees to hide the horrors completley. And allso you can only plant trees in person, not from remote view or from a spidertron... Atleast I don't know any way to do it remotley.
by SirSmuggler
Tue May 27, 2025 7:57 am
Forum: General discussion
Topic: Factorio confessions
Replies: 48
Views: 22380

Re: Factorio confessions

I've had my computer runing 24/7 for the past three weeks AFK:ing to get "Stronger Explosives" to lvl 23 so I can one shoot large asteroids.
The "correct" thing to do would have been to expand the factory to make the reseach go faster, but I just couldn't be bothered. :oops:
by SirSmuggler
Thu May 22, 2025 6:30 am
Forum: Gameplay Help
Topic: How to read Cargo Bot/Requester Chest Contents
Replies: 3
Views: 622

Re: How to read Cargo Bot/Requester Chest Contents

You could probobly set up some kind of latch system where the crafting request is locked in once enough material is detected and then the state is not released untill the craft is compleated, regardless of what happens with the content of the logistic system.
by SirSmuggler
Mon May 19, 2025 12:47 pm
Forum: Ideas and Suggestions
Topic: Make ghosted space platforms or bluprint them when destroyed
Replies: 2
Views: 455

Re: Make ghosted space platforms or bluprint them when destroyed

+1
Has happende to me and it is indeed frustrating. When something is destroyed on a planet, it's not permanently disapeared, it leaves a ghost. So it's very easy to not be used to having to manually create a BP in order to be sure "external threats" will not permanently disapear your designs.
by SirSmuggler
Tue May 13, 2025 7:58 am
Forum: Gameplay Help
Topic: Legendary Mech Armor
Replies: 39
Views: 6205

Re: Legendary Mech Armor

You can recycle holmium plates in to homlium plates. So slap quality modules in the recycler and feed it holmium plates.
by SirSmuggler
Wed May 07, 2025 7:37 am
Forum: Ideas and Suggestions
Topic: Set requests for space platform hub via circuit signals
Replies: 24
Views: 11947

Re: Set requests for space platform hub via circuit signals

+1

As for the specific problem of prometheum science and biter eggs, my solution is to have a stationary platform for it that requests prometheum chunks and eggs. At Nauvis I only activate the inserters extracting eggs when the request for prometheum chunks is 0 (so when the platform has all the ...
by SirSmuggler
Tue May 06, 2025 6:17 am
Forum: Ideas and Suggestions
Topic: Allow cargo landing pad to request items from specific space platforms.
Replies: 2
Views: 548

Re: Allow cargo landing pad to request items from specific space platforms.

+1
Soooo many times I send up stuff (either for transport to an other planet or for constructing a new platform) and the receiving platform emediatley send it back down because I forgot to turn of the requests. Not game breaking, but highly annoying :)

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