Search found 29 matches

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: 249

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: 76

[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: 0
Views: 258

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: 6
Views: 931

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: 3426

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: 1787

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: 1787

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: 902

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: 1737

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: 1737

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: 6115

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: 1083

[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 ...
by secelt
Thu Dec 12, 2024 10:12 pm
Forum: Balancing
Topic: buff or rename piercing shotgun shells
Replies: 7
Views: 2751

Re: buff or rename piercing shotgun shells

Koub wrote: Thu Dec 12, 2024 6:40 am More like a balancing issue, hence

[Koub] Moved to Balancing.
my bad, i only saw there was a Balancing subforum immediately after i posted. :P
by secelt
Wed Dec 11, 2024 6:06 pm
Forum: Ideas and Suggestions
Topic: Change train station already added to schedule
Replies: 26
Views: 12706

Re: Change train station already added to schedule

+1 bump. i think this is even more necessary in 2.0 due to interrupts: let’s say you start setting up a wildcard interrupt with a destination of [item] unload , finish setting the complex wait conditions on it, then realize you misspelled it as [item]unload (without the space). you then have to add ...
by secelt
Wed Dec 11, 2024 4:33 pm
Forum: Ideas and Suggestions
Topic: show flamethrower turret fluid damage multiplier in Factoriopedia
Replies: 0
Views: 516

show flamethrower turret fluid damage multiplier in Factoriopedia

TLDR
the different fluids the flamethrower turret can take as input have different damage multipliers, but this isn’t shown in Factoriopedia.

what?
display the damage multiplier of each fluid the flamethrower turret can take as input in its Factoriopedia entry.

why?
the mechanic of each ...
by secelt
Wed Dec 11, 2024 4:21 pm
Forum: Ideas and Suggestions
Topic: rename “firearm magazine” to “rounds magazine”
Replies: 5
Views: 2028

rename “firearm magazine” to “rounds magazine”

the names of magazines in the bullet ammo category go like this:
firearm magazine
piercing rounds magazine
uranium rounds magazine
notice how they're all named [qualifier] rounds magazine except for the first. for shotgun shells, cannon shells and rockets, this kind of pattern holds with no ...
by secelt
Wed Dec 11, 2024 4:00 pm
Forum: Duplicates
Topic: [2.0.24] Shotgun shell tooltip and factoriopedia entry show wrong pellet count
Replies: 2
Views: 1104

[2.0.24] Shotgun shell tooltip and factoriopedia entry show wrong pellet count

in the tooltips and Factoriopedia entries for regular and piercing shotgun shells, their pellet counts are reported as 144 and 256 respectively. this is actually the square of their respective real pellet counts (12 and 16).
by secelt
Wed Dec 11, 2024 3:41 pm
Forum: Balancing
Topic: buff or rename piercing shotgun shells
Replies: 7
Views: 2751

buff or rename piercing shotgun shells

TLDR
“piercing” shotgun shells aren’t actually piercing in 2.0, so make them so or rename them.

what?
increase “piercing” shotgun shells’ pellets’ damage to something like 12 physical or rename them to something like “dense shotgun shells”.

why?
in 2.0, the only difference between regular ...
by secelt
Mon Oct 21, 2024 10:03 pm
Forum: Duplicates
Topic: [2.0.8] some new technologies lack summaries
Replies: 1
Views: 540

[2.0.8] some new technologies lack summaries

the new “Steam power”, “Electric mining drill” and “Advanced combinators” technologies lack flavor text summaries. they’re the only base‐game techs without descriptions.

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