Search found 7058 matches

by Koub
Fri May 15, 2015 6:14 pm
Forum: Show your Creations
Topic: Welcome
Replies: 15
Views: 30229

Re: Welcome

The easiest way is by taking a screenshot of your Factorio Window and upload it on the forum with Upload Attachement (right under where you type when posting), and adding an inline after that.
by Koub
Fri May 15, 2015 5:44 am
Forum: Technical Help
Topic: [Multiplayer Help]
Replies: 2
Views: 1870

Re: [Multiplayer Help]

https://forums.factorio.com/forum/vie ... 4&start=20
Works at least with evolve. And more globally, is not limited to LAN :).
by Koub
Thu May 14, 2015 3:18 pm
Forum: General discussion
Topic: Belt Physics - Density
Replies: 9
Views: 5461

Re: Belt Physics - Density

If you want slow curves, you can put a yellow conveyor belt on an otherwise fast conveyor, to remind you of good old times :lol:
by Koub
Thu May 14, 2015 11:47 am
Forum: Outdated/Not implemented
Topic: Idea: C-belt lane blocker
Replies: 15
Views: 8866

Re: Idea: C-belt lane blocker

by Koub
Thu May 14, 2015 9:34 am
Forum: Gameplay Help
Topic: looking for ways to make factorio fun again
Replies: 12
Views: 7587

Re: looking for ways to make factorio fun again

I'm not bored after my 12 first games, averaging 30-40 hours each.
When I'll start being bored, I'll try big mods that add new content like Dytech, Yuoki, ... The replay value of Factorio is tremendous :)
by Koub
Thu May 14, 2015 6:55 am
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 39762

Re: lay repeating underground pipes like power lines

Topics merged because obviously related :)
by Koub
Thu May 14, 2015 6:12 am
Forum: Outdated/Not implemented
Topic: Idea: C-belt lane blocker
Replies: 15
Views: 8866

Re: Idea: C-belt lane blocker

Well technically, suggestion was not implemented, but modded ^^
by Koub
Wed May 13, 2015 9:31 pm
Forum: Resolved Problems and Bugs
Topic: Factorio website's css is not loading
Replies: 2
Views: 1397

Re: Factorio website's css is not loading

Well just tested http://eu1.factorio.com/assets/css/factorio.min.css and http://eu2.factorio.com/assets/css/factorio.min.css (and the website by itself), and got no 404.
Must have been temporary unavailabilities...
by Koub
Wed May 13, 2015 7:48 pm
Forum: Mods
Topic: [0.11.*+] Alien Science
Replies: 29
Views: 41673

Re: [0.11.*+] Alien Science

Updated original post, moved in "non obsolete mods"
by Koub
Wed May 13, 2015 7:28 pm
Forum: Videos
Topic: New Factorio with Mods series
Replies: 6
Views: 19466

Re: New Factorio with Mods series

Hi,

Took the liberty to move your topic to our Videos section, and replace it by a link in spread the world. Have a nice time with Factorio :)
by Koub
Wed May 13, 2015 6:53 am
Forum: Mods
Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
Replies: 33
Views: 28248

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0

Indirectly : you could use treefarm for that : trees absorb a little pollution iirc. but they won't be as efficient, and I guess you'll need a sh*iload of them if you're highly polluted.
However, there are chances a modder sees this thread and corrects this mod for current version ^^
by Koub
Wed May 13, 2015 5:49 am
Forum: Mods
Topic: [0.11.*+] Alien Science
Replies: 29
Views: 41673

Re: [0.9.*+] Alien Science

Last edited by darkrising on Tue 28 Oct 2014
There have been changes in the mod API since then. The mod will need some adaptation to work with 0.11.22.
by Koub
Wed May 13, 2015 5:30 am
Forum: Mods
Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
Replies: 33
Views: 28248

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0

Last edited by drs9999 on Wed 05 Mar 2014, 20:30
There have been changes in the mod API since then. The mod will need some adaptation to work with 0.11.22.
by Koub
Tue May 12, 2015 9:54 pm
Forum: Gameplay Help
Topic: End Game
Replies: 10
Views: 5308

Re: End Game

I've read that in MP, player is an array. maybe you could try that ?

Code: Select all

/c game.players[1].selected.amount=7500
[Edit] Doh Fish :p
by Koub
Tue May 12, 2015 8:10 pm
Forum: Gameplay Help
Topic: End Game
Replies: 10
Views: 5308

Re: End Game

Another quick answer :

Hold you cursor (hand) over the resource you want to refill and type:

Code: Select all

 /c game.player.selected.amount=7500
Source : https://forums.factorio.com/wiki/inde ... ds#Editing

8-)
by Koub
Tue May 12, 2015 8:04 pm
Forum: Ideas and Suggestions
Topic: [Request] Inverted Smart Inserter
Replies: 7
Views: 7907

Re: [Request] Inverted Smart Inserter

For that, you don't need anything :
Only iron is straightforward with a smart inserter
Only copper too
Only not iron neither copper, just add a red condition "only work when no iron left", a green condition "only work when no copper left", and move everything :ugeek:
by Koub
Tue May 12, 2015 7:42 pm
Forum: Show your Creations
Topic: Water capacitor
Replies: 22
Views: 43916

Re: Water capacitor

This is true - for now. Easier way we all hope to see added with 0.12 is detector that can activate or deactivate your steam engines depending on the main power grid power level.
All these beautiful - but complicated designs would become obsolete (but remain beautifully clever ^^)
by Koub
Tue May 12, 2015 10:43 am
Forum: Ideas and Suggestions
Topic: An early-game way to easily remove Trees is needed
Replies: 16
Views: 21625

Re: An early-game way to easily remove Trees is needed

Trees lack when you need them, and overburden when you have some ... :roll:
by Koub
Tue May 12, 2015 10:41 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Easier Biters
Replies: 2
Views: 3218

Re: [Idea] Easier Biters

To alter the HP of all biters, jou just have to search for : max_health = in demo-entities.lua and entities.lua (which you can find in \data\base\prototypes\entity folder in your Factorio install directory) and replace the values by smaller values. I don't know how to make a mod to alter these thing...

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