Search found 112 matches
- Thu May 29, 2025 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Queue technologies after a trigger technology
- Replies: 1
- Views: 249
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 ...
- Sun Nov 17, 2024 9:04 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 19
- Views: 7989
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 ...
- Mon Oct 21, 2024 2:03 pm
- Forum: Implemented Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 74
- Views: 10429
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.
- 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: 1178
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 ...
- Tue Aug 04, 2020 12:30 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
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.
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.
- Mon Aug 03, 2020 2:11 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
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 ...
- Mon Aug 03, 2020 11:02 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
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.
If the mod is actually not doing anything, please send screenshots of some recipes and the ingame mod menu.
- Thu Apr 30, 2020 12:12 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 44090
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.
- Thu Apr 30, 2020 1:16 am
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 44090
Re: [MOD 0.16.x] Realistic Power
Thanks for the report, should be fixed.
- Thu Apr 16, 2020 9:26 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
- Wed Apr 15, 2020 11:22 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
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.
- Mon Apr 13, 2020 5:36 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
Re: [MOD 0.18.x] KenirasRandomRecipes
You really are testing this mod to its limits 
You're correct, needs to be 32, new version up

You're correct, needs to be 32, new version up
- Mon Apr 13, 2020 1:00 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
Re: [MOD 0.18.x] KenirasRandomRecipes
Fixed and added
- Thu Apr 09, 2020 9:46 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
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
Also glad you are having fun with this mod

- Tue Apr 07, 2020 7:14 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
Re: [MOD 0.18.x] KenirasRandomRecipes
Also fixed now.
- Tue Apr 07, 2020 5:44 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
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.
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.
- Tue Apr 07, 2020 12:44 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34847
Re: [MOD 0.17.x] KenirasRandomRecipes
Thanks for the feedback. Added all of those and more in new version 

- Sat Mar 21, 2020 8:07 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 114551
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 ...
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 ...
- Mon Feb 03, 2020 1:13 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 27704
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 ...
A lot of the sounds are just screaming for attention now ...
- Tue Jul 23, 2019 1:03 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 290080
Re: Friday Facts #304 - Small bugs; Big changes
Personally i really like the idea of having Basic Oil Processing only output heavy oil and make cracking available from the start. That and replacing red circuits in chemical science with something else so you don't need to produce plastic yet, or refine it into red circuits, which someone said was ...