Search found 250 matches: underground layer

Searched query: +underground +layer

by FactorioBot
Mon Apr 07, 2025 4:38 pm
Forum: Releases
Topic: Version 2.0.44
Replies: 15
Views: 11609

Version 2.0.44

... https://forums.factorio.com/127190)
Fixed pretty print for LuaPlayer was showing wrong index. (https://forums.factorio.com/127786)
Fixed ... for ghosts. (https://forums.factorio.com/127809)
Fixed that building underground belts and underground pipes would not show an error flying text ...
by LdV
Tue Mar 18, 2025 6:51 am
Forum: 1 / 0 magic
Topic: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"
Replies: 26
Views: 2705

Re: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"

... Turret 2.0.2 (settings.lua)
3.939 Loading mod settings show-max-underground-distance 0.1.0 (settings.lua)
3.940 Loading mod settings ... 421 Script @__alien-biomes__/data-final-fixes.lua:199: Setting decals to layer 246
4.427 Loading mod Automatic_Train_Painter 2.0.1 (data-final-fixes ...
by IceTDrinker
Mon Feb 10, 2025 8:06 pm
Forum: Minor issues
Topic: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
Replies: 3
Views: 1053

Re: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)

Adding to this as I just encountered it, the underground belts seem to order themselves correctly, as the top of a stack looks about as high as an underground belt you may have a way to tweak it, also to note that "tall" items (like walls) will have the same sort of wrong ordering without stacks it ...
by BraveCaperCat
Wed Dec 18, 2024 8:26 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] Over Ground Belts
Replies: 2
Views: 767

Re: [IDEA] Over Ground Belts

... I think this should theoretically be possible by making instances of `underground-belt` with their `underground_collision_mask` including `elevated ... in the sky, but you could do like shapez2 does when viewing single layers, and just have it fade to transparent as it moves up.


You could also ...
by posila
Mon Dec 02, 2024 1:53 pm
Forum: Minor issues
Topic: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
Replies: 3
Views: 1053

Re: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)

Hmmm ... we render item stacks in object layer, so they could sort with belt structures (underground belt structure, splitters, circuit connector frame), and their sorting position is shifted half or one tile up, so that that they always render under character ... so item stacks have to have this shift ...
by PascalDUFOUR
Sun Dec 01, 2024 8:47 am
Forum: Gameplay Help
Topic: assembling machine network problem
Replies: 12
Views: 1366

Re: assembling machine network problem

... you did not understand my problem. For example, I require 12 basic underground belt, AKA the yellow ones, using the system I made above, firstly I ... in the left is the place where I can save all the ingredients in each layer of production, and that cause the problem, a small number of requirement ...
by LuziferSenpai
Sat Nov 30, 2024 4:59 am
Forum: Not a bug
Topic: [2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections
Replies: 2
Views: 638

[2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections

Description:
While experimenting with underground pipe connections, I found that pipes to ground require both the same connection_type and matching underground_collision_mask values in fluid_box.pipe_connections to connect. If the underground_collision_mask layers differ, the connection fails, even ...
by Ricecream0x03
Fri Nov 15, 2024 8:03 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 45
Views: 18250

Re: Friday Facts #437 - Cargo Pod Deep Dive

... the works, it'd be cool if Nauvis (and/or the other planets) had an underground layer (basically akin to a new planet (and could probably be implemented as such), but thematically speaking exists under the surface). We have the game sense that we are on a surface world, and that there's space and ...
by Gegell
Thu Oct 31, 2024 3:04 pm
Forum: Minor issues
Topic: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
Replies: 3
Views: 1053

[2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)

... wrong-render-order.png

A belt which has items stacked up to maximum capacity (e.g. 4 in this case) will render the items on the belt behind underground pipes instead of infront, when the belt is routed 1 tile below the pipes. Happens regardless of which belt type is used.
It also occurs for ...
by Sanqui
Mon Oct 21, 2024 11:04 am
Forum: Releases
Topic: Version 2.0.7
Replies: 28
Views: 63075

Version 2.0.7

... are called bulk inserters now) which can load transport belts with layered stacks of items. (https://factorio.com/blog/post/fff-393)
New rail ... https://factorio.com/blog/post/fff-403)
Added smart dragging of underground belts and pipes.
Added a toggle to show pipelines on the map.
Added ...
by GregoriusT
Fri Sep 27, 2024 7:02 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 82520

Re: Friday Facts #430 - Drowning in Fluids

... I missed something crucial).

Honestly, kindof the same for me, with Underground Pipes counting as their length, and all the other things counting as ... duct pipelines would then be directional)
- have the ducts be on the upper layer, like Rail Bridges, so that Biters cannot walk into them and get angry.
by DarkShadow44
Wed Aug 07, 2024 6:11 pm
Forum: Questions, reviews and ratings
Topic: What mods are you using - and why?
Replies: 11
Views: 17542

Re: What mods are you using - and why?

... recipes
Renai Transportation Janky transport with throwing inserters and jumping trains
Mapshot Creates an interactive map
Fully Automated Rail Layer Easy rail creation
Rampant Hardest biters
Dectorio Deco
Transport Drones An alternative to Belts/Bots/Trains


Overhauls I might want to play ...
by Illiander42
Tue Jan 23, 2024 9:56 am
Forum: Ideas and Suggestions
Topic: Undergroud heat pipe
Replies: 7
Views: 3294

Re: Undergroud heat pipe

Everything except heat pipes can now gett off the ground layer.

I quite like that you can't use underground pipe flow boosting with heat, personally.
by Shovinus
Tue Dec 12, 2023 1:12 am
Forum: General discussion
Topic: Blueprint changes.
Replies: 1
Views: 1077

Blueprint changes.

... still work)?
No red belts, have some yellow for now (in the case of underground belts that won't stretch that far, then don't place these).
Etc etc ... that would be nice is the ability to design a blueprint with different layered versions that automatically unlock as you get the tech, so you only ...
by Anachrony
Sat Sep 30, 2023 11:14 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 150314

Re: Friday Facts #378 - Trains on another level

... and how much of a bottleneck they can be for congestion. A vertical layer allows train lines to cross over one another without traffic along ... and more efficient than is currently possible.

This is a bit like underground pipes or belts. Imagine trying to build without those? We've been ...
by picklock
Sat Sep 23, 2023 6:49 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 98462

Re: Friday Facts #377 - New new rails

Blacky007 wrote: Sat Sep 23, 2023 12:15 am what this game needs are bridge and Tunnel or underground railsystem with a different layer without mods.
that would help a lot.
Greetings
I agree to this. I would love to have bridges to build rails over water and not have to use landfill.
by Blacky007
Sat Sep 23, 2023 12:15 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 98462

Re: Friday Facts #377 - New new rails

Attal wrote: Fri Sep 22, 2023 11:31 pm Old rails are fine

Please, add the bridge!
what this game needs are bridge and Tunnel or underground railsystem with a different layer without mods.
that would help a lot.
Greetings
by archaicvirus
Sat May 27, 2023 12:40 am
Forum: Off topic
Topic: Craptorio - a Factorio de-make for the TIC80 console (Play now!)
Replies: 17
Views: 11127

CFF #1

... of use, the interface has been revamped. I wanted to make sure that players can navigate and interact seamlessly with the game, without breaking ... building blocks like the inserter, assembly machine, transport belts, underground belts, and splitters will still be at the heart of gameplay.

However ...
by mrvn
Mon Mar 20, 2023 2:20 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 299
Views: 224739

Re: Friday Facts #365 - Future plans






Factorio supports multiple surfaces. And you can portal the player and vehicles between surfaces with LUA. What's missing is support for rails to connect to another surface. It's one of my open suggestions. Imagine you could build a tunnel into a cliff to get underground and come back out on ...
by jamiechi1
Tue Feb 07, 2023 5:44 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 299
Views: 224739

Re: Friday Facts #365 - Future plans





Factorio supports multiple surfaces. And you can portal the player and vehicles between surfaces with LUA. What's missing is support for rails to connect to another surface. It's one of my open suggestions. Imagine you could build a tunnel into a cliff to get underground and come back out on the ...

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