Search found 10 matches
- Sun Mar 17, 2019 10:36 pm
- Forum: Campaign / Scenario suggestions
- Topic: Campaign Intro Design
- Replies: 2
- Views: 1556
Campaign Intro Design
This isn't a new player's perspective. I may add to this if/when I get the chance to gather that kind of input. However I tried to approach the campaign intro as a new player. I also have some experience with ux & app dev, and have some suggestions I hope will be helpful. 1. Start the player on ...
- Mon Aug 20, 2018 1:46 am
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 55185
Re: Friday Facts #256 - The little things 3
Ghost build priority is solved if new ghosts go on top of the stack in a LIFO system.
Edit: Btw. any updates on the official implementation of early game logi/con bots?
Edit: Btw. any updates on the official implementation of early game logi/con bots?
- Mon Aug 13, 2018 1:44 am
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 60622
Re: Friday Facts #255 - Construction tools
Regarding blueprints: My opinion is that no blueprints should ever mingle with "real" items in a player's inventory. What I mean by this is that a blueprint will always live solely within the blueprints menu. Any blueprint in hand is only then an considered an instance of the real plan. Pr...
- Thu Mar 15, 2018 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Cropping images only if something has changed.
- Replies: 7
- Views: 2339
Re: Cropping images only if something has changed.
In practice, rebooting the program takes just as long when toggling mods as it does to load the rest of the game.
- Thu Mar 15, 2018 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Cropping images only if something has changed.
- Replies: 7
- Views: 2339
Re: Cropping images only if something has changed.
Agreed, and hopefully only the sprite sheets that are affected would be reloaded (i.e. not all of them reload if a mod changes only one sprite).
- Thu Mar 15, 2018 6:27 pm
- Forum: Ideas and Suggestions
- Topic: Option to Remove Construction Alerts
- Replies: 2
- Views: 1988
Option to Remove Construction Alerts
These blinking alerts should be able to be toggled off. I'd even say they should be off by default. It's not very useful to the player. I also imagine a few processing cycles can be saved in situations where lots of these alerts are being triggered. https://steamuserimages-a.akamaihd.net/ugc/9214229...
- Thu Jan 25, 2018 4:53 am
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 72143
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Hi Nexela, I encountered a bug that closed the game. Here is the sequence of events that occurred: 1. Placed power switch. 2. Used Shift+Q to select red wire and connect medium pole to power switch. 3. With red wire still in hand, pressed Shift+Q to switch to copper wire. 4. The copper wire is immed...
- Mon Jan 01, 2018 11:43 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: Adjustable Inserters
- Replies: 17
- Views: 7739
Re: [0.16.x] Bob's Mods: Adjustable Inserters
the filename still says 0.16.2. I only mention because Factorio reads looks for the newer name on launch.
- Mon Jan 01, 2018 8:52 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: Adjustable Inserters
- Replies: 17
- Views: 7739
Re: [0.16.x] Bob's Mods: Adjustable Inserters
Thanks guys. 0.16.3 has fixed the issue for me.
Just a reminder to change the zip filename to bobinserters_0.16.3.zip
Just a reminder to change the zip filename to bobinserters_0.16.3.zip
- Mon Jan 01, 2018 1:33 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: Adjustable Inserters
- Replies: 17
- Views: 7739
Re: [0.16.x] Bob's Mods: Adjustable Inserters
I encountered another bug. It kicked me back to the menu. 6142.497 Error MainLoop.cpp:1013: Exception at tick 318371: Error while running event bobinserters::on_gui_checked_state_changed (ID 3) LuaGuiElement API call when LuaGuiElement was invalid. stack traceback: __bobinserters__/control.lua:394: ...