Search found 116 matches

by SirSmuggler
Mon Apr 14, 2025 12:17 pm
Forum: Ideas and Suggestions
Topic: Asteroid Targetting
Replies: 14
Views: 2073

Re: Asteroid Targetting


Out of curiosity, how fast do you fly through "outer space" (outside the solar system edge)? At speed 380 my ship sill gets destroyed, but with a bunch of careful tweaking I can manage speed 250 most of the time.

I was a bit confused reading this thread, woundering what kind of scrap defenses ...
by SirSmuggler
Fri Apr 04, 2025 5:26 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 92
Views: 137782

Re: Space Platform 101 Discussion

How does interrupts work with space platforms? I assumed they would be the same as for trains, only checked when leaving a station/planet. But it seems to be different for space platforms as my Shattered planet platform has consistently triggered it's "rapair" interrupt on it's way to the shattered ...
by SirSmuggler
Thu Mar 27, 2025 1:12 pm
Forum: Ideas and Suggestions
Topic: Enable the Fuel tab of train even when outside of range
Replies: 1
Views: 133

Re: Enable the Fuel tab of train even when outside of range

I guess the techical limitation is that you should not be able to move things betwen your inventory and the fuel/cargo slots if you are not in range. So if you can open that tab regardless of range the game needs to prevent moving items in some other way in thouse cases. In remote view you don't ...
by SirSmuggler
Fri Mar 21, 2025 7:53 am
Forum: Balancing
Topic: Quality artillery is broken
Replies: 12
Views: 1990

Re: Quality artillery is broken

I dissagrea.

I think this is hugley dependet on playstyle. I play on rail world map settings and my permiters are quit far away and with many (don't recall exactly) levels of artilery range I am still no where near being able to reach my permiiter from the center of my base (atleast not in auto ...
by SirSmuggler
Thu Mar 20, 2025 6:33 am
Forum: General discussion
Topic: How do you deal with emptiness after "finishing" the game?
Replies: 12
Views: 1073

Re: How do you deal with emptiness after "finishing" the game?

Take a break. Try a compleatly different game. Touch grass ;)
by SirSmuggler
Tue Mar 04, 2025 11:14 am
Forum: Ideas and Suggestions
Topic: Qol: True value next to expected resources
Replies: 3
Views: 321

Re: Qol: True value next to expected resources

erkki772 wrote: Mon Feb 10, 2025 2:17 pm It would use simple calculation. Excepted x resource drain x productivity. This would help to check fast how much resources miners would actually get from patches
That would still be a guestimate as any other drills with overlapping coverage would reduce the "actual" amount you get.
by SirSmuggler
Thu Feb 13, 2025 6:11 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] why battery not charging?
Replies: 8
Views: 1926

Re: why battery not charging?

"I sped up to 64x speed and battery charge is 0%"... for how long?

Any way, my guess would be that it takes quit a while to charge all the discharge defenses (if that's what it is?) and shields, and they would be charged to full before the batterys starrt to receive any charge.
by SirSmuggler
Mon Feb 03, 2025 10:10 am
Forum: Balancing
Topic: presquites
Replies: 2
Views: 443

Re: presquites

Or just carry enough repaitmaterial to brut force your way through asteroids... Not a good idea, but possible.
by SirSmuggler
Mon Jan 13, 2025 7:10 am
Forum: Balancing
Topic: Increase Gleba seed production chance
Replies: 75
Views: 26437

Re: Increase Gleba seed production chance


Seeking advice on one of the internet sites is not a pleasant experience since these forums seem filled with folk who have been playing and learning the game for many many months and treat others (obviously the stupid) poorly.

It's the internet, undoubtley there is allways some one that is less ...
by SirSmuggler
Mon Jan 13, 2025 6:54 am
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 117
Views: 11655

Re: They need to rename Gleba to Bartleby

I actualy relay like the estetics of Gleba. To me it is a beautifull place. The only issue I had was that it was hard to see where there was suitable ground for the different trees.

As for the gameplay (I have no problem with it), it's been discused/disected to death in many other threads allready.
by SirSmuggler
Fri Dec 20, 2024 7:09 am
Forum: Gameplay Help
Topic: Spoilage removal and circuitry counting
Replies: 4
Views: 590

Re: Spoilage removal and circuitry counting

If you are willing to simplyfy a bit, just reading the belt content (belt set to read content hold and read the entire belt) should do the trick, no need to keep track of adding or removing stuff as you allways know the exact number of things on the belt.
by SirSmuggler
Thu Dec 19, 2024 6:16 am
Forum: Balancing
Topic: Bots should be immune to lightning
Replies: 9
Views: 1064

Re: Bots should be immune to lightning


I also disagree with OP. The necessity of running each island as a separate base was designed intentionally as the core challenge of Fulgora. As long as that's the case, changes that make it easier to operate between islands are a bad idea.

I have to agrea with this. Setting up each new island ...
by SirSmuggler
Wed Dec 18, 2024 6:29 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 375
Views: 75035

Re: Gleba has killed the game for me.


Note: I am not looking for solutions. Imagine I am giving feedback on a recipe book that has a convoluted, confusing, out-of-place recipe. While I'm sure the recipe might make sense to some, it certainly doesn't make sense to many. I do not want to be told what the recipe is _supposed_ to mean, or ...
by SirSmuggler
Wed Dec 11, 2024 6:18 am
Forum: Gameplay Help
Topic: Agricultural tower production rate calculation
Replies: 11
Views: 2384

Re: Agricultural tower production rate calculation

Considering the tower takes a none zero amount of time to turn/exend/retract to reach a mature tree to harvest, the actual number is probobly slightly lower.
by SirSmuggler
Tue Dec 10, 2024 6:29 am
Forum: Gameplay Help
Topic: Captured spawner and spoiling bioflux
Replies: 4
Views: 642

Re: Captured spawner and spoiling bioflux

Aha, yes, I just let the eggs sit in there and remove them only when I need them. So that might be the problem then.

I don't think you can connect any wire to the spawner though. But I guess I can rempve the eggs and just burn them in a heating tower unless needed for something.

Thanks for the help!
by SirSmuggler
Tue Dec 10, 2024 6:11 am
Forum: Gameplay Help
Topic: Captured spawner and spoiling bioflux
Replies: 4
Views: 642

Captured spawner and spoiling bioflux

I have a slight problem with captured spawners. I have an inserter feeding it bioflux, but some times the flux spoils in the hand of the inserter and unlike the biochamber the spawner doesn't seem to accept spoilage as input so the inserter gets stuck and eventualy the spawner goes wild again.
Is ...
by SirSmuggler
Thu Dec 05, 2024 9:21 am
Forum: General discussion
Topic: Looking At Achievement Percentages...
Replies: 19
Views: 2089

Re: Looking At Achievement Percentages...


I am honestly a bit surprised to see such low percentages. Are people not reaching Aquilo?

I think many people have not reashed Aquilo YET.
For my self atleast, I'm enjoying playing the game, I'm in no rush to "finish" the game. F.ex. I'm currently buissy decorating my Nauvis factorys with the ...
by SirSmuggler
Thu Dec 05, 2024 7:59 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 375
Views: 75035

Re: Gleba has killed the game for me.



A quick recap of this sub-discussion :
you : «I'm running out of seeds»
us : «try to not waste seeds (and use productivity)»
you : makes a design that can only work by wasting seeds (or doesn't but then is neutral at best)
you : «I'm still running out of seeds»



Haha no, funny, but that's not ...
by SirSmuggler
Thu Dec 05, 2024 6:59 am
Forum: Gameplay Help
Topic: Can i set a filter for an spoiled amount
Replies: 5
Views: 481

Re: Can i set a filter for an spoiled amount


I want to use an inserter to burn any pentapod eggs that are a certain amount spoiled so they don't hatch but all i can find is the setting to take spoiled ingredients first but i don't want to be burning perfectly good pentapod eggs that are still like 80% good.

I've been looking for this as ...
by SirSmuggler
Thu Dec 05, 2024 6:40 am
Forum: Not a bug
Topic: [2.0.15] Fish Breeding and Nutrients from Fish Lack Correct Module Support
Replies: 6
Views: 2975

Re: [2.0.15] Fish Breeding and Nutrients from Fish Lack Correct Module Support




Rejecting quality on this recipe is intentional because this recipe involves catalyst which would be also increased in quality. As for productivity i cannot give you any exact answers other than suspecting it is to prevent some type of loop somewhere. This is not making game unplayable, this ...

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