Search found 258 matches

by Nexarius
Wed Apr 28, 2021 8:28 pm
Forum: Combinator Creations
Topic: tileable beaconed Omnismelter
Replies: 0
Views: 246

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: 14809

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: 332

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...
by Nexarius
Thu Jan 28, 2021 12:09 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 4705

Re: Nerf the Portable Fusion Reactor?

How about a uran fuelled reactor that can be refilled with the bots ? It would solve this.
by Nexarius
Tue Jan 26, 2021 2:49 am
Forum: Balancing
Topic: Spidertron grid size
Replies: 15
Views: 1142

Re: Spidertron grid size

Maybe Spidertron Mk2? Or a infinite research to increase equipment slots in the spider. I would not agree with infinite research it would make the spidertron complete OP at some point They are already OP because unlike your own power armor you can just make more spiders. (! important ! Spiders don'...
by Nexarius
Mon Jan 25, 2021 12:25 am
Forum: Balancing
Topic: Spidertron grid size
Replies: 15
Views: 1142

Re: Spidertron grid size

Maybe Spidertron Mk2?
Or a infinite research to increase equipment slots in the spider.
by Nexarius
Fri Jan 15, 2021 7:58 pm
Forum: Ideas and Suggestions
Topic: color picker with alpha slider
Replies: 4
Views: 269

Re: color picker with alpha slider

because it would allow for way more colors (e.g. dark red) Can you explain me: how can you create more colors, if you can control the transparency? Easy the alpha channel mixes the selected color with whatever color is underneath and the result is a new color. You can see that in my example: I made...
by Nexarius
Fri Jan 15, 2021 2:42 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.11] drag placing belts over belts is weird
Replies: 4
Views: 431

Re: [kovarex] [1.1.11] drag placing belts over belts is weird

Cool thanks :) But only the 3rd case? The 2nd one should have either placed a long underground belt or another underground belt around the first inserter. The 4th shouldnt rotate the belts if its placing an underground belt or if it "used" the belts it should have placed 2 underground belt...
by Nexarius
Thu Jan 14, 2021 4:08 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 3128

Re: Increase bot queue processing rate

I think it would also be good if it didn't have to cycle through 5000 concrete until it started to build the newest placed blueprint. It would be good if item types would be grouped instead. Tiles are already separate, afaik Okay but that doesn't help when some players put down large blue belt blue...
by Nexarius
Thu Jan 14, 2021 3:06 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 3128

Re: Increase bot queue processing rate

I think it would also be good if it didn't have to cycle through 5000 concrete until it started to build the newest placed blueprint. It would be good if item types would be grouped instead.
by Nexarius
Thu Jan 14, 2021 2:42 pm
Forum: Ideas and Suggestions
Topic: color picker with alpha slider
Replies: 4
Views: 269

color picker with alpha slider

I think it would be good if the color picker also had the alpha slider because it would allow for way more colors (e.g. dark red)

The alpha channel is already in the game but not accessible via the GUI (look at the video).
Left is 0% alpha, middle is normal and right is 100% alpha.
test.gif
test.gif (4.85 MiB) Viewed 269 times
by Nexarius
Sat Jan 09, 2021 4:08 pm
Forum: Combinator Creations
Topic: Modular Omni Smelter Oven
Replies: 4
Views: 1140

Re: Modular Omni Smelter Oven

Looks cool wanted to try it out but I cannot make it work.
Unbenannt.png
Unbenannt.png (9.9 MiB) Viewed 896 times
by Nexarius
Thu Jan 07, 2021 9:35 pm
Forum: Gameplay Help
Topic: [1.1.7] Cannot connect light Oil pipes
Replies: 3
Views: 360

Re: [1.1.7] Cannot connect light Oil pipes

Just use bots to connect them.
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test.gif (3.33 MiB) Viewed 340 times
by Nexarius
Thu Jan 07, 2021 8:41 pm
Forum: Releases
Topic: Version 1.1.8
Replies: 26
Views: 15331

Re: Version 1.1.8

lol did you guys forget to put that feature in 1.1.7 ??? xD

omg its so awesome !
by Nexarius
Thu Jan 07, 2021 4:38 pm
Forum: Not a bug
Topic: [1.1.7] bots cannot put items into spidertron trash slot
Replies: 1
Views: 133

[1.1.7] bots cannot put items into spidertron trash slot

hier.gif
hier.gif (9.32 MiB) Viewed 133 times
by Nexarius
Sun Dec 27, 2020 7:12 pm
Forum: Outdated/Not implemented
Topic: Allow setting recipies on factories before research
Replies: 41
Views: 5672

Re: Allow setting recipies on factories before research

Rseding91 wrote:
Sun Dec 27, 2020 4:46 pm
cyberdude wrote:
Sat Dec 26, 2020 10:15 pm
@Rsedings answers are from 2016 and early 2017. We are now nearing end of 2020. The games has changed drastically since then, maybe it would be time to revisit this suggestion.
Nope.
https://www.myinstants.com/instant/nooo ... ooooooooo/
by Nexarius
Thu Dec 17, 2020 1:48 am
Forum: Won't fix.
Topic: [kovarex] [1.1.1] ghost power poles connect to power poles marked for deconstruct
Replies: 2
Views: 344

Re: [kovarex] [1.1.1] ghost power poles connect to power poles marked for deconstruct

Well ... I used the cut and paste tool to move the power pole like a tiny bit down and as a result its not connected anymore even tough its clearly in range...

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