Search found 158 matches

by SirSmuggler
Thu Sep 10, 2026 5:28 am
Forum: Balancing
Topic: Quality should impact big electric poles and substations more
Replies: 7
Views: 1072

Re: Quality should impact big electric poles and substations more


Below is the comparison between legendary and normal wire reach, its only 10 tiles, approximately 20% more:

Correct me if I'm wrong, but 10 out of 32 is 31.25%, not what I would call "approximately 20%"?
Allso they get an increase in supply area of 180 tiles (from 16 tiles to 196 tiles), if I'm ...
by SirSmuggler
Wed Sep 02, 2026 4:58 am
Forum: Ideas and Suggestions
Topic: [2.1] Agricultural Tower - Tell number of available planting spot
Replies: 6
Views: 675

Re: [2.1] Agricultural Tower - Tell number of available planting spot


If you can tell me by scrolling past which one is the best, without doing mental arithmetic, congrats. I can't do it.

First one is best, I can see at a glance that they all have "enough" green squares and that the first one has the fewest (one) red squares. ;)

But on a more serious note, I ...
by SirSmuggler
Wed Aug 26, 2026 5:26 am
Forum: Ideas and Suggestions
Topic: [2.1][QoL] Set Research should allow and restore manually set research when no conditon is active
Replies: 10
Views: 1416

Re: [2.1][QoL] Set Research should allow and restore manually set research when no conditon is active


the feature is really precious in the mid game, when you really want to research agricultural science whenever it's on nauvis, due to spoilage. At this stage I think many non-megabase players really don't have huge factories and logistics systems and every bit of science they can get is important ...
by SirSmuggler
Mon Jun 22, 2026 10:46 am
Forum: Ideas and Suggestions
Topic: "Circuit network connection for Space platform thrusters"
Replies: 2
Views: 354

Re: "Circuit network connection for Space platform thrusters"

Dynamic speed controll can be achived by controlling pumps between the fuel/oxidizer and the thrusters.

Ofcource it would be easyer to controll the thruster directly, but would it be more fun? A subjective question for sure...
by SirSmuggler
Mon May 18, 2026 7:35 am
Forum: General discussion
Topic: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
Replies: 15
Views: 9529

Re: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change


Concrete example: science packs delivered by space platform land in the cargo landing pad and are routed to labs by belt. Occasionally a belt cleanup leaves stray science packs floating in the logistics network. The natural recovery is a requester chest that pulls the strays back onto the belt ...
by SirSmuggler
Mon May 11, 2026 5:40 am
Forum: General discussion
Topic: The price of the game is way to high
Replies: 32
Views: 9771

Re: The price of the game is way to high

Grayhill wrote: Thu May 07, 2026 6:43 pmWhere has anyone questioned "his ability as a father?"
Second sentance first reply.
by SirSmuggler
Wed May 06, 2026 5:01 am
Forum: General discussion
Topic: The price of the game is way to high
Replies: 32
Views: 9771

Re: The price of the game is way to high



You live in Canada, a wealthy Western country, you enjoyed a computer game for 10 years, and cannot justify 90 CAD (65 US dollars) purchase, to play with your son for another 10 years? What father are you?

we will move on to something else.
And what you are going to play? What ever it is ...
by SirSmuggler
Wed May 06, 2026 5:00 am
Forum: General discussion
Topic: The price of the game is way to high
Replies: 32
Views: 9771

Re: The price of the game is way to high


You live in Canada, a wealthy Western country, you enjoyed a computer game for 10 years, and cannot justify 90 CAD (65 US dollars) purchase, to play with your son for another 10 years? What father are you?

we will move on to something else.
And what you are going to play? What ever it is going ...
by SirSmuggler
Mon Feb 09, 2026 8:59 am
Forum: Ideas and Suggestions
Topic: Fulgora enemy threat
Replies: 4
Views: 1855

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: 3061

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: 2394

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: 2394

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: 12
Views: 15330

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: 1500

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: 16723

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: 887

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: 991

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: 991

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: 14683

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: 1449

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 ...

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