Search found 136 matches

by SirSmuggler
Thu Aug 28, 2025 5:44 am
Forum: Ideas and Suggestions
Topic: Belt Imunity rework if not redone
Replies: 7
Views: 568

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: 568

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: 158

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: 6
Views: 392

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: 254

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: 254

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: 280

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: 817

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: 1327

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: 433

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: 21656

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: 540

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: 403

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: 5351

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: 11074

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: 478

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 :)
by SirSmuggler
Wed Apr 30, 2025 9:09 am
Forum: Gameplay Help
Topic: Prevent auto launch
Replies: 1
Views: 378

Prevent auto launch

Is there any way to prevent a rocket silo from auto launching when filled with cargo that is requested by platforms? I though that was what the "Automatic requests from space platforms" was about, but it seems that only prevents if from requesting from the logistic network. If I manually put stuff ...
by SirSmuggler
Wed Apr 30, 2025 9:03 am
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 21501

Re: Version 2.0.46


I just want to point out something that’s really frustrating to see — especially so soon after the achievement settings patch that already caused issues for the speedrun community.

Fixed asteroids sometimes getting destroyed when platform speed was negative.

This directly removes a speedrun ...
by SirSmuggler
Mon Apr 28, 2025 5:31 am
Forum: Balancing
Topic: [SA] Make small lightning rods not protecting flying robots.
Replies: 10
Views: 1606

Re: [SA] Make small lightning rods not protecting flying robots.

How does robots invalidate "Everything is a scrap, everything comes out of scrap"?

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