Search found 36 matches

by secelt
Fri Aug 07, 2026 9:13 pm
Forum: This Forum
Topic: Who keeps downloading bug report saves?
Replies: 6
Views: 801

Re: Who keeps downloading bug report saves?


I think those are just bots clicking links, you don't need to actually download the file to increment the counter.


fair enough, i suppose, but some bug reports have way more save downloads than others, even ones without any replies (such as this one , picked at random). surely those can’t all ...
by secelt
Fri Aug 07, 2026 8:53 pm
Forum: This Forum
Topic: Who keeps downloading bug report saves?
Replies: 6
Views: 801

Who keeps downloading bug report saves?

while perusing the Bug Reports subforum, i noticed that almost every save attachment — really, every attachment in general — has been downloaded at least a handful of times, sometimes even in the double digits. i assume that the developers could probably only account for maybe 2 or 3 of those ...
by secelt
Wed Aug 05, 2026 2:06 pm
Forum: Balancing
Topic: Fix Bugged Concrete Recycling Recipe
Replies: 8
Views: 2203

Re: Fix Bugged Concrete Recycling Recipe

this just got fixed in version 2.1.13! :D
by secelt
Sun Aug 02, 2026 9:45 pm
Forum: Balancing
Topic: buff or rename piercing shotgun shells
Replies: 8
Views: 3260

Re: buff or rename piercing shotgun shells

this balancing suggestion got implemented in 2.1! hooray! piercing shotgun shells now shoot 18 pellets of 12 damage each.
by secelt
Sun Aug 02, 2026 9:32 pm
Forum: Implemented Suggestions
Topic: Empty Module Slots and Upgrade Planner - Let's Talk
Replies: 22
Views: 13688

Re: Empty Module Slots and Upgrade Planner - Let's Talk

this has been implemented in 2.0, so this topic should probably be moved to “Implemented Suggestions”.
by secelt
Sun Aug 02, 2026 8:30 pm
Forum: Ideas and Suggestions
Topic: Add Target priorities to artillery
Replies: 4
Views: 1102

Re: Add Target priorities to artillery

+1. this sounds like a good, fun idea!
by secelt
Sun Aug 02, 2026 7:23 pm
Forum: Assigned
Topic: [Klonan] [2.1.12] Biter wander area is off‐center from spawner
Replies: 0
Views: 267

[Klonan] [2.1.12] Biter wander area is off‐center from spawner

TLDR: the area in which an idle biter wanders is centered on its spawn point , not its spawner.

introduction

for my 2.1 playthrough, i decided to go for the “Keeping your hands clean” achievement, especially since, now that it isn’t cheesable by blocking the spawners’ spawn points, it’s much ...
by secelt
Wed Jul 01, 2026 8:42 pm
Forum: Won't fix.
Topic: [2.1.8] Machine arrow don't show lane in blueprint dialogue
Replies: 2
Views: 598

Re: [2.1.8] Machine arrow don't show lane in blueprint dialogue

my forum post got marked as a duplicate of this one, by the way.
by secelt
Wed Jul 01, 2026 8:25 pm
Forum: Duplicates
Topic: [2.1.9] Inserter Alt‐mode lane arrows not shown in blueprint GUI
Replies: 2
Views: 354

[2.1.9] Inserter Alt‐mode lane arrows not shown in blueprint GUI

the Alt‐mode inserter arrows are lane‐specific in‐game, except in the blueprint GUI, where they revert to the pre‑2.1 arrow style.

detailed description

in the main game view, when Alt‐mode is enabled or when hovering the mouse pointer over them, inserters and other direct‐insertion entities show ...
by secelt
Wed Jun 24, 2026 12:27 am
Forum: Balancing
Topic: Make quality modules affect the quality “skip” probability
Replies: 5
Views: 1508

Make quality modules affect the quality “skip” probability

currently, when an item craft completes with a nonzero quality probability, the following process occurs:


the game “rolls a die” with the final calculated quality effect probability. if the check fails, output the product in the same quality as the ingredients. if it succeeds, continue to step 2 ...
by secelt
Tue Jun 23, 2026 11:44 pm
Forum: Balancing
Topic: Fix Bugged Concrete Recycling Recipe
Replies: 8
Views: 2203

Re: Fix Bugged Concrete Recycling Recipe

+1 , i absolutely agree. i think it’s ridiculous that concrete almost takes more time to recycle than to craft . with 2.1 patching the hazard concrete “exploit”, Fulgoran factories now require a massive, disproportionate amount of recyclers to void all the unneeded concrete, which i just don’t find ...
by secelt
Thu Oct 09, 2025 7:43 pm
Forum: Ideas and Suggestions
Topic: add support for newer codecs
Replies: 11
Views: 3608

Re: add support for newer codecs


Apologies for reviving the old thread, but I thought I'd give some input as one of the contributors to libjxl. […]


wow, i can’t believe one of the actual libjxl developers noticed my post! it’s a small world, huh?

i’ve been interested in contributing to JPEG XL for some time now, but can’t ...
by secelt
Thu Oct 09, 2025 7:11 pm
Forum: Modding interface requests
Topic: Allow roboport energy_source = "burner"
Replies: 5
Views: 1898

Re: Add various types of power for roboports

+1. there’s already a post suggesting this in the dedicated “modding interface requests” subforum, by the way.
by secelt
Thu Oct 09, 2025 7:05 pm
Forum: Modding interface requests
Topic: Allow roboport energy_source = "burner"
Replies: 5
Views: 1898

Allow all energy source types for roboports

+1 because it’s funny.

in all seriousness, i find it arbitrary and needlessly restrictive that roboports can only take electrical and void energies. it would be pretty cool to have a heat‐powered roboport on Aquilo or a light‐oil‐powered roboport in an industrial‐themed, dieselpunk mod. down with ...
by secelt
Mon Dec 23, 2024 1:41 am
Forum: Ideas and Suggestions
Topic: Add "nth bit is set" to circuit signal comparisons
Replies: 2
Views: 975

Re: Add "nth bit is set" to circuit signal comparisons

you don’t need this at all, since what you’re describing can be done with only one or two arithmetic combinators and some judicious bitwise operators:


to check if a bit is set (to get its value), you just need to calculate the bitwise AND of the input and a constant with just that bit set (here ...
by secelt
Sun Dec 22, 2024 10:09 pm
Forum: Ideas and Suggestions
Topic: withhold productivity outputs until a crafting cycle completes
Replies: 5
Views: 1914

Re: withhold productivity outputs until a crafting cycle completes


Actually, with the "set recipe" circuit signal option, can't this be pretty easily automated too? Especially the productivity > 100% case.



Actually i cant reproduce this exploit at all


i just tried this in‐game: it works when deconstructing the machine (whether by hand or with bots) and ...
by secelt
Sun Dec 22, 2024 8:52 pm
Forum: Ideas and Suggestions
Topic: withhold productivity outputs until a crafting cycle completes
Replies: 5
Views: 1914

withhold productivity outputs until a crafting cycle completes

TLDR
asynchronous productivity can be manually exploited for free crafts, so make productivity output synchronously.

what?
when a machine’s productivity progress bar fills up, add its productivity results to the output of the machine only when the “main” green crafting progress bar fills up ...
by secelt
Tue Dec 17, 2024 4:16 pm
Forum: Ideas and Suggestions
Topic: Changing behavior of logistic network with items lower than 100% condition
Replies: 21
Views: 6586

Re: Automatically repair damaged *items* in logistical network

this is a great idea! i can imagine construction bots moving over to the logistic chest containing the item and repairing it like an entity. they could also repair damaged items in the player's inventory by hovering over them. personal roboports would be even more useful!

speaking of which, being ...
by secelt
Fri Dec 13, 2024 8:09 pm
Forum: Not a bug
Topic: [2.0.25] Dropping items on belt allows for over compression
Replies: 1
Views: 1181

[2.0.25] Dropping items on belt allows for over compression

when dropping items on a belt, if you continue dropping them ever so slightly behind the items already on the belt, the items will be dropped exactly where your pointer is, arbitrarily close (compressed) to the items ahead. this always happens and is independent of the save used.

i expected ...

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