Search found 10 matches

by Introprospector
Thu Nov 21, 2019 2:57 pm
Forum: Not a bug
Topic: [.17.79] Hand icon in wrong slot when swapping items in inventory
Replies: 3
Views: 1388

[.17.79] Hand icon in wrong slot when swapping items in inventory

Hi, Normally when you select an item from your inventory a little hand icon appears in it's place, and the item sprite for that item hovers near your cursor to indicate that you've picked it up. When swapping out the item that you're holding with something else in your inventory, the hand icon remai...
by Introprospector
Fri Dec 29, 2017 10:43 pm
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 45276

Re: Friday Facts #223 - Reflections on 2017

Barrels are now useless >.>
by Introprospector
Sat Dec 09, 2017 4:43 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 78407

Re: Friday Facts #220 - The best Friday Facts ever

working overtime to fix bugs and pack t-shirts
Hire some temps to pack shirts. Hell do you guys have an errand runner?
by Introprospector
Sun Dec 03, 2017 12:54 am
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 97234

Re: [MOD 0.15] Satellite Uplink Station 1.1.1

Support for Ore Remover and Oil Patches Organizer? Possibly the selection tool from compound furnaces too?

Great mod
by Introprospector
Sat Dec 02, 2017 11:26 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 86397

Re: Friday Facts #219 - Cliffs

Cliffs seem great so far, but there should be a slight yellow belt speed push at the base that moves you away and the ground needs to be textured differently at the top and bottom or else it just looks like pillars
by Introprospector
Sun Nov 12, 2017 12:25 am
Forum: Combinator Creations
Topic: fill entire map with recursive blueprints
Replies: 0
Views: 1934

fill entire map with recursive blueprints

This combinator setup fills an entire quadrant of your map with whatever blueprint you give it. Uses the recursive blueprints mod. The blueprint you choose needs to be square or else there will be gaps or the filled region will be a rectangle. Change the X and Y multiplier going into the blueprint d...
by Introprospector
Sun Oct 15, 2017 12:25 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92705

Re: [0.15] Space Extension Mod (SpaceX)

Is there any plan to integrate an orbital layer into this mod? An orbital layer with a player-built platform was part of the original endgame plan for vanilla, and I think it would integrate well into the drydock section of this mod. Players could launch a basic platform, extend it using a landfill ...
by Introprospector
Sun Dec 18, 2016 6:23 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 538623

Re: [MOD 0.14] AAI Programmable Vehicles

Boats?
by Introprospector
Sun Oct 09, 2016 11:16 pm
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 172172

Re: [MOD 0.14.X] Air Filtering

I've inverted the craft times on the mk. 1-3 versions such that more advanced versions require less coal since each filter lasts longer I'm interested in a chem lab recipe to recycle the filters, requiring water and a used filter, and producing waste water which must be further processed in order to...
by Introprospector
Sat Oct 24, 2015 12:11 am
Forum: Resolved Problems and Bugs
Topic: 0.12.13 won't load linux
Replies: 29
Views: 16603

Re: 0.12.13 won't load linux

*** Error in `./factorio': free(): invalid pointer: 0xb62c00c0 *** 0.630 Warning Logger.cpp:315: Symbols.size() == 48, usedSize == 45 Factorio crashed. Generating symbolized stacktrace, please wait ... 0.868 Warning Logger.cpp:315: Symbols.size() == 47, usedSize == 44 #0 0xb7706404 in ?? at ??:0 #1...

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