Search found 1201 matches: Bridges
Searched query: bridges
- Sun May 12, 2024 9:00 am
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 340
Re: Access installed mods without enabling them
... on that mod and not introduce a very confusing "disabled dependency". Or ask for Rocket Turrets to be a separate mod, just like rail bridges. Those would also work in this specific case. The general case of "I want to write a mod that depends on expansion stuff without forcing ...
- Sat May 11, 2024 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 340
Re: Access installed mods without enabling them
... on that mod and not introduce a very confusing "disabled dependency". Or ask for Rocket Turrets to be a separate mod, just like rail bridges.
- Sat May 04, 2024 9:15 pm
- Forum: General discussion
- Topic: Are the QOL features of the expansion coming to base factorio?
- Replies: 2
- Views: 466
Re: Are the QOL features of the expansion coming to base factorio?
Most QoL things will come to the base game, as the base game will be 2.x then. The expansion will be a mod. Things that need that mod iirc are rail bridges, quality and ofc space age. Once the expansion is out, there will be a detailed list im sure. Until then an updated FFF summary post would be ...
- Mon Apr 08, 2024 12:12 pm
- Forum: Combinator Creations
- Topic: Robots generating endlessly new "music"
- Replies: 24
- Views: 3880
Re: Robots generating endlessly new "music"
... there be a setting ?" and such x). Maybe it would be more productive to try and adapt more the rythm and the notes to work together for bridges and chorus with slightly different beat or have some measure with and without speaker play bass at low volume some long notes. Those would need ...
- Sun Apr 07, 2024 11:23 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 22616
Re: Friday Facts #403 - Train stops 2.0
... you add water reflections? For buildings on water and close to the water? Maybe with an option to disable them to reduce gpu/cpu strain. Now, as bridges will be added to the game, this picture looks so weird: https://cdn.factorio.com/assets/blog-sync/fff-403-manual-push.png Or maybe something ...
- Sat Apr 06, 2024 9:59 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 22616
Re: Friday Facts #403 - Train stops 2.0
... you add water reflections? For buildings on water and close to the water? Maybe with an option to disable them to reduce gpu/cpu strain. Now, as bridges will be added to the game, this picture looks so weird: https://cdn.factorio.com/assets/blog-sync/fff-403-manual-push.png Or maybe something ...
- Thu Apr 04, 2024 11:44 am
- Forum: Combinator Creations
- Topic: Robots generating endlessly new "music"
- Replies: 24
- Views: 3880
Re: Robots generating endlessly new "music"
... scale progression. So after a few search to understand the wording, i can say that the robot will/should decide when to do chorus pre-chorus or bridges, but also drop and solo. The structure of the random music. I don't want to try and compose a song, more like trying to program some rules to ...
- Fri Mar 22, 2024 6:16 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 22616
Re: Friday Facts #403 - Train stops 2.0
... mode seems... silly and breaks any semblance of physics (inertia is not something so easy to overcome). Why not just add sidewalks to rail bridges instead, allowing the player to walk to the stuck train and refuel it? My guess would be because of the way the game engine is written (remember: ...
- Fri Mar 22, 2024 5:03 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 22616
Re: Friday Facts #403 - Train stops 2.0
About the problem on how to refuel a stuck train on a water-bridge... Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again? Almost nobody ...
- Fri Mar 22, 2024 3:59 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 22616
Re: Friday Facts #403 - Train stops 2.0
About the problem on how to refuel a stuck train on a water-bridge...
Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again?
Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again?
- Fri Mar 22, 2024 2:59 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 22616
Re: Friday Facts #403 - Train stops 2.0
... mode seems... silly and breaks any semblance of physics (inertia is not something so easy to overcome). Why not just add sidewalks to rail bridges instead, allowing the player to walk to the stuck train and refuel it? Just ask the energy shield what it thinks about the laws of inertia, ...
- Fri Mar 22, 2024 2:41 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 22616
Re: Friday Facts #403 - Train stops 2.0
... mode seems... silly and breaks any semblance of physics (inertia is not something so easy to overcome). Why not just add sidewalks to rail bridges instead, allowing the player to walk to the stuck train and refuel it? My guess would be because of the way the game engine is written (remember: ...
- Fri Mar 22, 2024 2:32 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 22616
Re: Friday Facts #403 - Train stops 2.0
Flintstone mode seems... silly and breaks any semblance of physics (inertia is not something so easy to overcome). Why not just add sidewalks to rail bridges instead, allowing the player to walk to the stuck train and refuel it?
- Fri Mar 15, 2024 3:09 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 169
- Views: 28503
Re: Friday Facts #402 - Lightspeed circuits
Radar Transmission is a great feature to come! Love you guys for that (for the Bridges i will love you more). My "annoying thing" when it comes to circuits is the thing that you are limited to the "Items" why can't we just rename a signal? if ...
- Sun Mar 10, 2024 1:46 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 103
- Views: 24718
Re: Friday Facts #401 - New terrain, new planet
... rail and I drive that off a cliff. Shouldn't it turn into an elevated rail post cliff? Is there a special "cliff ramp" for rails to make bridges across canyons look natural? They will not. A suggestion was made a while ago that got moved to Won't Implement: Cliffs as natural rail elevators ...
- Sun Mar 10, 2024 11:39 am
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 103
- Views: 24718
Re: Friday Facts #401 - New terrain, new planet
Hmm, do elevated rails interact with cliffs?
What I mean is what if I have a normal rail and I drive that off a cliff. Shouldn't it turn into an elevated rail post cliff? Is there a special "cliff ramp" for rails to make bridges across canyons look natural?
What I mean is what if I have a normal rail and I drive that off a cliff. Shouldn't it turn into an elevated rail post cliff? Is there a special "cliff ramp" for rails to make bridges across canyons look natural?
- Sun Mar 10, 2024 10:47 am
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 103
- Views: 24718
Re: Friday Facts #401 - New terrain, new planet
Great work as always.
Has there been any thought into making the canyons and water bridges friendly to trains? They look kind of narrow and running a rail through them might be impossible.
Has there been any thought into making the canyons and water bridges friendly to trains? They look kind of narrow and running a rail through them might be impossible.
- Fri Mar 08, 2024 2:15 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 103
- Views: 24718
Re: Friday Facts #401 - New terrain, new planet
... What map really misses are rivers. Without rivers Nauvis still looks unnatural. Water bodies are not interconnected, because of land bridges. Could you please reuse shallow water tiles to connect water bodies as well? And using natural paths for river generation as well? 100% agree. ...
- Fri Mar 08, 2024 2:15 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 103
- Views: 24718
Re: Friday Facts #401 - New terrain, new planet
What map really misses are rivers. Without rivers Nauvis still looks unnatural. Water bodies are not interconnected, because of land bridges.
Could you please reuse shallow water tiles to connect water bodies as well? And using natural paths for river generation as well?
Could you please reuse shallow water tiles to connect water bodies as well? And using natural paths for river generation as well?
- Tue Mar 05, 2024 8:38 pm
- Forum: General discussion
- Topic: I made a thing. (4 way Overhead Rail intersection).
- Replies: 15
- Views: 2423
Re: I made a thing. (4 way Overhead Rail intersection).
... years ago. There it was very expensive because a 30m wide river is flowing in the median strip of one of the highway directions. They had to build bridges to cross the river as well to turn the intersection into cloverleaf-windmill hybrid. xD But it had to be done because every morning and afternoon ...