Search found 36 matches
- 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 ...
- 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 ...
- 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! 
- 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.
- 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”.
- 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!
- 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 ...
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 ...
- 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.
- Wed Jul 01, 2026 8:35 pm
- Forum: Duplicates
- Topic: [2.1.9] Inserter Alt‐mode lane arrows not shown in blueprint GUI
- Replies: 2
- Views: 354
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
speaking of which, being ...
- 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 ...
i expected ...