Search found 10 matches

by nickcombs
Sun Mar 17, 2019 10:36 pm
Forum: Campaign / Scenario suggestions
Topic: Campaign Intro Design
Replies: 2
Views: 1311

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 ...
by nickcombs
Mon Aug 20, 2018 1:46 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 46887

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?
by nickcombs
Mon Aug 13, 2018 1:44 am
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52028

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...
by nickcombs
Thu Mar 15, 2018 7:50 pm
Forum: Ideas and Suggestions
Topic: Cropping images only if something has changed.
Replies: 7
Views: 1913

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.
by nickcombs
Thu Mar 15, 2018 6:42 pm
Forum: Ideas and Suggestions
Topic: Cropping images only if something has changed.
Replies: 7
Views: 1913

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).
by nickcombs
Thu Mar 15, 2018 6:27 pm
Forum: Ideas and Suggestions
Topic: Option to Remove Construction Alerts
Replies: 2
Views: 1443

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...
by nickcombs
Thu Jan 25, 2018 4:53 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64046

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...
by nickcombs
Mon Jan 01, 2018 11:43 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: Adjustable Inserters
Replies: 17
Views: 6867

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.
by nickcombs
Mon Jan 01, 2018 8:52 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: Adjustable Inserters
Replies: 17
Views: 6867

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
by nickcombs
Mon Jan 01, 2018 1:33 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: Adjustable Inserters
Replies: 17
Views: 6867

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: ...

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