Search found 113 matches

by Kenira
Fri Aug 01, 2025 3:08 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.61] Belt building broken with smart belt building disabled.
Replies: 4
Views: 774

Re: [2.0.61] Belt building broken with smart belt building disabled.

Agreed, it makes building without smart belt building enabled really frustrating and i would love it to be disabled when smart building is disabled.
by Kenira
Thu May 29, 2025 4:09 pm
Forum: Ideas and Suggestions
Topic: Queue technologies after a trigger technology
Replies: 1
Views: 344

Re: Queue technologies after a trigger technology

Yeah, would really like this. It's pretty annoying when you know exactly what you want to do next, like when you've researched everything except oil stuff already but you can't queue things up yet because of the trigger technology. In terms of convenience, as it is it's a step backwards in terms of ...
by Kenira
Sun Nov 17, 2024 9:04 pm
Forum: Ideas and Suggestions
Topic: Set requests for space platform hub via circuit signals
Replies: 24
Views: 10678

Re: Set requests for space platform hub via circuit signals

Seconded. Another good use case for this is the prometheum science pack, since it requires biter eggs and you only want to request them when you actually want to craft more science packs. So being able to request based on circuit conditions would be helpful here to avoid always asking for eggs which ...
by Kenira
Mon Oct 21, 2024 2:03 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 13188

Re: Smart Belt Dragging Setting

Agreed, this is very annoying that it got removed. Why not just keep it as an option? Never play with it, and never want to. There are so many cases where having it off makes building certain things easier.
by Kenira
Sat Aug 17, 2024 5:27 pm
Forum: Pending
Topic: [1.1.106] Blueprint with relative grid is about to be placed in absolute grid
Replies: 3
Views: 1321

Re: [1.1.106] Blueprint with relative grid is about to be placed in absolute grid

Just had this bug as well on 1.1.109. Made a new blueprint, selected relative grid, but trying to place it was using global grid. Changing it to global, then back to relative grid did not fix it either. What did end up fixing it was saving and reloading. Which also means, can't provide a save game ...
by Kenira
Tue Aug 04, 2020 12:30 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

No worries ^^
Yes they work together; i just started a game with this mod and randomizer a few days ago and so far didn't encounter any issues.
by Kenira
Mon Aug 03, 2020 2:11 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

The problem is your expectations of what the mod does :P The mod is working as intended. The ingredients are randomized. 103 solar panels, 129 accumulators in the one screenshot - default is 100 for each. And all the other item properties like assembler speeds, inserter speeds, belt speeds etc. This ...
by Kenira
Mon Aug 03, 2020 11:02 am
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

Please check the mod is enabled. Also check in particular expensive items like the Satellite's recipe. Did you change any of the mod settings or are you default settings?
If the mod is actually not doing anything, please send screenshots of some recipes and the ingame mod menu.
by Kenira
Thu Apr 30, 2020 12:12 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 46500

Re: [MOD 0.16.x] Realistic Power

Thank you, the capacitor accumulator should now be unlocked when you add the mod to an existing save with the new release.
by Kenira
Thu Apr 30, 2020 1:16 am
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 46500

Re: [MOD 0.16.x] Realistic Power

Thanks for the report, should be fixed.
by Kenira
Thu Apr 16, 2020 9:26 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

Fix up
by Kenira
Wed Apr 15, 2020 11:22 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

I've thought about it, and maybe i'll do it at some point, but for now with my personal life it's not realistic i will be able to put in the time in the near future.
by Kenira
Mon Apr 13, 2020 5:36 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

You really are testing this mod to its limits :P
You're correct, needs to be 32, new version up
by Kenira
Mon Apr 13, 2020 1:00 am
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

Fixed and added
by Kenira
Thu Apr 09, 2020 9:46 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

Thanks again for the reports, should both be fixed now.

Also glad you are having fun with this mod :) That is quite the grid
by Kenira
Tue Apr 07, 2020 7:14 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

Also fixed now.
by Kenira
Tue Apr 07, 2020 5:44 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.18.x] KenirasRandomRecipes

Thank you for the reports.

Yeah there was some rounding that shouldn't have been there that rounded down rotation speeds etc to 0. My bad, should be fixed now. PLD also should have matching range values now and work again.
by Kenira
Tue Apr 07, 2020 12:44 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 37171

Re: [MOD 0.17.x] KenirasRandomRecipes

Thanks for the feedback. Added all of those and more in new version :D
by Kenira
Sat Mar 21, 2020 8:07 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 121230

Re: Friday Facts #339 - Beacon HR + Redesign process

I completely agree with IronCartographer.

Basically all the redesigns look pretty on their own - but they suffer from the same issue that they're just...too much. They look too busy, too detailed. They demand attention.

The lightning effect of beacons is one of the worst offenders for the beacons ...
by Kenira
Mon Feb 03, 2020 1:13 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 29261

Re: Friday Facts #332 - More sounds & Map color tweaks

Sorry if this sounds overly negative, but i am in the camp of *strongly* disliking a lot of the new sounds. As in, they actually cause me pain to listen to. The two big themes for my criticism are: inconsistency, and demanding attention.

A lot of the sounds are just screaming for attention now ...

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