Search found 10 matches
- 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: 1572
[.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...
- Fri Dec 29, 2017 10:43 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 49880
Re: Friday Facts #223 - Reflections on 2017
Barrels are now useless >.>
- Sat Dec 09, 2017 4:43 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 85963
Re: Friday Facts #220 - The best Friday Facts ever
Hire some temps to pack shirts. Hell do you guys have an errand runner?working overtime to fix bugs and pack t-shirts
- Sun Dec 03, 2017 12:54 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 101728
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
Great mod
- Sat Dec 02, 2017 11:26 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 93952
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
- Sun Nov 12, 2017 12:25 am
- Forum: Combinator Creations
- Topic: fill entire map with recursive blueprints
- Replies: 0
- Views: 2044
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...
- Sun Oct 15, 2017 12:25 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 98339
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 ...
- Sun Dec 18, 2016 6:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585814
- Sun Oct 09, 2016 11:16 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 179656
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...
- Sat Oct 24, 2015 12:11 am
- Forum: Resolved Problems and Bugs
- Topic: 0.12.13 won't load linux
- Replies: 29
- Views: 17722
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...