Search found 275 matches

by Nexarius
Tue Aug 06, 2024 7:24 pm
Forum: Not a bug
Topic: [1.1.109] blueprint not saved correctly (recursive blueprints+)
Replies: 5
Views: 404

Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)

So the "new contents for blueprints event hook whatever" only triggers the mods extra values when its in the inventory and not in the blueprint library?
Why is this even 2 seperate cases?

edit:
https://mods.factorio.com/mod/rec-blue- ... 7ca7a07819
by Nexarius
Tue Aug 06, 2024 7:16 pm
Forum: Not a bug
Topic: [1.1.109] blueprint not saved correctly (recursive blueprints+)
Replies: 5
Views: 404

Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)

It works correctly when I select new contents for the blueprint when its NOT in the blueprint library.

How is this a mod fault?
by Nexarius
Tue Aug 06, 2024 7:08 pm
Forum: Not a bug
Topic: [1.1.109] blueprint not saved correctly (recursive blueprints+)
Replies: 5
Views: 404

[1.1.109] blueprint not saved correctly (recursive blueprints+)

The resource scanner loses all configurations.

Reproduce:
1) Make a blueprint with the resource scanner
2) Put it in the blueprint library
3) select new content for blueprint while its in the blueprint librabry
4) place blueprint

Image
by Nexarius
Tue Aug 06, 2024 6:38 am
Forum: Duplicates
Topic: [1.1.109] cliff marked as deconstruct not being deconstructed (reproducable savegame)
Replies: 1
Views: 254

[1.1.109] cliff marked as deconstruct not being deconstructed (reproducable savegame)

The clifs are visually marked as deconstruct but the bots will never go there. You can use the deconstruct tool to mark the AGAIN and the bots go there. The cliffs are being marked for deconstructing with the deployer from the recursive blueprints+ mod. Just load the save and watch the deconstructin...
by Nexarius
Mon Dec 19, 2022 1:53 am
Forum: Mod portal Discussion
Topic: Reducing the number of categories
Replies: 19
Views: 6443

Re: Reducing the number of categories

It's a good idea overall I think.
Sanqui wrote:
Mon Nov 22, 2021 11:40 am
  • Libraries - lua libraries for use by other mods
  • Internal - submods that are parts of a larger mod (not shown, for mod developers)
Can you give some good examples how differentiating between these 2 categories makes any sense?
by Nexarius
Sun Jul 17, 2022 12:38 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 157364

Re: Digital Display, Yay!

Here's the same display applied to train stops for a radar-free map display. 0.png 0eNrtWtFumzAU/ZXJ0t7Iho0NJure9gl7m6qIJG5qiQAyplpV8QH7i33bvmR2WEkwbmMTKQvSVKkpDhxf33Pvub41L2CdN6wSvJBg+QL4pixqsPz+Amq+K7Jcj8nnioEl4JLtQQCKbK+vpMh4sahlWYE2ALzYsh9gCdv7ALBCcslZh3K4eF4VzX7NhLrB9nwAqrJWj5SFnk3BLBCKAvCs/oB...
by Nexarius
Fri Apr 15, 2022 8:12 pm
Forum: Ideas and Suggestions
Topic: multithread
Replies: 19
Views: 10754

Re: multithread

Qon wrote:
Wed Apr 13, 2022 8:28 pm
donsch managed to necro with his first post. GJ :roll:
I mean it was only inactive for 5 years. lol
by Nexarius
Sun Mar 20, 2022 4:13 am
Forum: News
Topic: We support Ukraine
Replies: 3348
Views: 572992

Re: We support Ukraine

[...] As if they care the slightest bit about the truth, their only agenda is to make their side look good (or rather less horrible than they actually are). Basically 'business as usual'. The media and / or politicians did not suddenly start lying after the war started in ukraine they been doing it...
by Nexarius
Thu Mar 17, 2022 2:53 am
Forum: News
Topic: We support Ukraine
Replies: 3348
Views: 572992

Re: We support Ukraine

mmmPI wrote:
Thu Mar 17, 2022 12:22 am
there are nazi in the russian army too, even syrian war criminals
Just because there are nazi in other parts of the world too doesn't change the fact that by supporting ukraine you are supporting nazis.
by Nexarius
Wed Mar 16, 2022 11:06 pm
Forum: News
Topic: We support Ukraine
Replies: 3348
Views: 572992

Re: We support Ukraine

Wow. I mean you gained my respect by publicly speaking against cancel culture but now this public declaration to stand with Ukraine. Do you know they literally have Nazis in their military fighting right now? That's not russian propaganda because I've already seen that on german TV 5 years ago way b...
by Nexarius
Mon Feb 14, 2022 1:50 pm
Forum: Gameplay Help
Topic: Power Switched Roboport
Replies: 3
Views: 1561

Re: Power Switched Roboport

But what I suggested does not need any power???

Just connect it to a power switch instead of a lamp and set it to turn on if there is no signal.
by Nexarius
Mon Feb 14, 2022 12:24 am
Forum: Gameplay Help
Topic: Power Switched Roboport
Replies: 3
Views: 1561

Re: Power Switched Roboport

Hello. I am looking for ways to detect ghost and damaged entities for the purpose of power switching on a roboport. The detection method should not include another roboport. Any idea? You can detect destroyed stuff if you connect them all with a circuit wire. 1. Connect wire in series to everything...
by Nexarius
Thu Jan 20, 2022 10:51 pm
Forum: General discussion
Topic: [Finished] Testing new CDN providers for Factorio
Replies: 14
Views: 4626

Re: Testing new CDN providers for Factorio

1.png
1.png (69.4 KiB) Viewed 4506 times
by Nexarius
Sat Jan 15, 2022 8:36 pm
Forum: Gameplay Help
Topic: Base consuming more power than it should
Replies: 4
Views: 2908

Re: [1.1.50] Base consuming more power than it should

First roboports consume more power when you are using the bots -> placing blueprints etc. (charging the bots is literally directly increasing your power consumption) Once the accumulators reached 0% the consumption increased to show the total power needed to charge ALL accumulators with maximum spee...
by Nexarius
Thu Jan 06, 2022 6:00 am
Forum: Ideas and Suggestions
Topic: show speaker alerts all at the same time
Replies: 2
Views: 1306

show speaker alerts all at the same time

I'm using the speaker to alert me of all sort of things in my base but whenever 2 alerts happen at the same time they stack in the interface and you can only see one.

The screen is REALLY WIDE so why not just put the alerts next to each other until the screen runs out of space?
Unbenannt.png
Unbenannt.png (1.31 MiB) Viewed 1306 times
by Nexarius
Sun Sep 26, 2021 5:26 pm
Forum: Minor issues
Topic: [Rseding] [1.1.41] Fast replace deconstructs any extra entities at the same position.
Replies: 5
Views: 2562

Re: [1.1.41] Fast replace deconstructs any extra entities at the same position.

You have expected behaviour of something that shouldn't be possible at all.

The step of 1. how to reproduce is the bug and not the step 2 or 3.
by Nexarius
Thu Sep 23, 2021 5:12 pm
Forum: General discussion
Topic: Why aren't there defense bots?
Replies: 14
Views: 5355

Re: Why aren't there defense bots?

You don't count the spidertron as a defense bot?
by Nexarius
Wed Apr 28, 2021 8:28 pm
Forum: Combinator Creations
Topic: tileable beaconed Omnismelter
Replies: 0
Views: 1361

tileable beaconed Omnismelter

There are some solution for an omnismelter as seen here https://forums.factorio.com/viewtopic.php?f=193&t=93569 and https://forums.factorio.com/viewtopic.php?f=193&t=98074 but I'd like to show you mine. It is much more compact and uses way less combinators. It can produce an entire full blue...
by Nexarius
Wed Mar 24, 2021 9:14 pm
Forum: Releases
Topic: Version 1.1.30
Replies: 21
Views: 25465

Re: Version 1.1.30

Oxyd wrote:
Wed Mar 24, 2021 9:03 pm
Baughn wrote:
Wed Mar 24, 2021 8:48 pm
If this is the changelog for .29, what's the one for .30?

:D
We, uh… released .29 without any of the fixes in it. So these are the changes in .30. .29 was the same as .28, except with a different version number.
You know at least that 1.1.29 didn't add any bugs.
by Nexarius
Mon Feb 01, 2021 5:56 am
Forum: Technical Help
Topic: Game slows when selecting a large area to do a task with robots
Replies: 7
Views: 2410

Re: Game slows when selecting a large area to do a task with robots

Good day everyone, I was just wondering if this is a common issue or something I need to address. The example I'm using is just one way to get it to slow. If you want to have the robots clean your base up and pick everything up off the ground, say a 1 million by 1 million tile area as you select th...

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