Search found 1330 matches: bridge

Searched query: +bridge

by mmmPI
Wed Jun 25, 2025 5:45 pm
Forum: Ideas and Suggestions
Topic: Vehicle suggestions
Replies: 7
Views: 2941

Re: Vehicle suggestions

... and the situation of being stuck in an island can be adressed with elevated rails that are now part of the official space age game, you can make bridge over other rails or water which probably explain why the bridge mod weren't updated. I would recommend much more using the boats mod nowadays ...
by Tertius
Sun Jun 22, 2025 9:37 pm
Forum: Gameplay Help
Topic: Wired Parking lot and train pathing
Replies: 5
Views: 509

Re: Wired Parking lot and train pathing

... leading back to the general rail network, so not the whole outgoing traffic is sent to one single rail there. After unlocking elevated rails, it's easier to build a crossing free output of course, because you can replace the crossing by a bridge.
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by raspberrypuppies
Sat Jun 21, 2025 7:27 pm
Forum: Implemented mod requests
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 22
Views: 6522

Re: Make possibility to send a table from data.lua to control.lua

... the magic numbers to make entities work while `runtime` should be focused on the scripting needed to make it come to life. Without an official API bridge between `data` and `runtime` I needed to make a shared file between `data` and `runtime` with my magic constants and references to specific entity ...
by aurora22
Mon May 12, 2025 2:04 pm
Forum: Ideas and Suggestions
Topic: Launch Passenger Cargo pods from Hub only
Replies: 0
Views: 165

Launch Passenger Cargo pods from Hub only

... to prevent teleporting. But if the player lands he is teleported instantly. If the cargo pod with passangers just lands in the Landing pad or the bridge of the Space platform, he is there where he needs to be. No teleporting (and crawling through cargo compartments) necessary. Furthermore would the ...
by AntiElitz
Fri Apr 18, 2025 11:39 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.21] Dragging belt over obstacle puts underground too early and no exit w/o undergrounds in inventory MR
Replies: 7
Views: 2057

Re: [2.0.21] Dragging belt over obstacle puts underground entrance too early and no exit w/o undergrounds in inventory M

... placed. That is indeed another bug. If I don't ghost build, ghosts must not be placed. Ghosts must be placed only when I ghost build. The otehr bug is the inconsisten gap size.

Ist shoudl leave exactly a gap before and after the belt to bridge if you have no undergrounds. It shall not place ghosts.
by Nidan
Thu Feb 20, 2025 1:06 pm
Forum: Gameplay Help
Topic: How to differentiate between different station types so that I can send the correct train to it
Replies: 9
Views: 1547

Re: How to differentiate between different station types so that I can send the correct train to it

... range -2147483648 to 2147483647).


Or if I ever decide I want to have different sizes on the same resource. Although I think I just burned that bridge with this system.


You've already prepared for that. If you want one station to handle multiple train types, things get tricky. But if not, you ...
by Afroman
Thu Feb 13, 2025 9:18 pm
Forum: Gameplay Help
Topic: How to differentiate between different station types so that I can send the correct train to it
Replies: 9
Views: 1547

Re: How to differentiate between different station types so that I can send the correct train to it

... will work the same but with 100.

The only problem would be if 10 of more provider station of the SAME resource will be available. And I dont see that ever happening.
Or if I ever decide I want to have different sizes on the same resource. Although I think I just burned that bridge with this system.
by GPFault
Sat Jan 18, 2025 10:04 pm
Forum: Ideas and Suggestions
Topic: Left and Right on the Splitter priority
Replies: 6
Views: 708

Re: Left and Right on the Splitter priority

... left bank" and "right bank" of a river refer to the sides when looking directly downstream? It's the only way to properly refer to which side of a bridge you're on when the river makes twists and turns.


Yes, I know. And that is the problem too. When I am in a new city, I always need to recall the ...
by J-H
Sat Jan 18, 2025 9:42 pm
Forum: Gameplay Help
Topic: Long distance pumping on Aquilo
Replies: 1
Views: 1346

Long distance pumping on Aquilo

... close to my starting island got pumped out (reduced production) fairly quickly. The only other nearby sources were pretty far away. I built a bridge of ice platform and concrete, but it took a couple of hours for the heat pipe going to the island to heat up. The island had no crude oil, so I did ...
by robot256
Sat Jan 18, 2025 8:46 pm
Forum: Ideas and Suggestions
Topic: Left and Right on the Splitter priority
Replies: 6
Views: 708

Re: Left and Right on the Splitter priority

Did you know that the "left bank" and "right bank" of a river refer to the sides when looking directly downstream? It's the only way to properly refer to which side of a bridge you're on when the river makes twists and turns.
by Mashaa
Fri Jan 17, 2025 10:08 pm
Forum: Railway Setups
Topic: A book of automated LTN-like roboport grid rails for vanilla Factorio 2.0
Replies: 5
Views: 2613

A book of automated LTN-like roboport grid rails for vanilla Factorio 2.0

... be fully rotationally symmetric and as many design elements were reused as possible - the fork consists of two corners and some widened lines to bridge them, the cross consists of a few forks rotated around each other, etc., which will hopefully make base expansions significantly easier.

Unloading ...
by Tertius
Fri Jan 17, 2025 4:30 pm
Forum: Gameplay Help
Topic: Wasteless nuclear reactor design revisited
Replies: 10
Views: 2933

Wasteless nuclear reactor design revisited

... well. It's because steam doesn't really flow in and out of a buffer but directly affects fill state. Since we we need a minimum amount of steam to bridge the time required to reheat reactors and heat exchangers, the buffers are already quite full and we don't have much space for excess steam with low ...
by atldjrob
Thu Jan 16, 2025 8:06 pm
Forum: Technical Help
Topic: Game instability - Crashes when loading Sprites
Replies: 0
Views: 373

Game instability - Crashes when loading Sprites

... L1 Instruction Cache 32.0 KB x 2
L1 Data Cache 32.0 KB x 2
L2 Cache 256 KB x 2
L3 Cache 6.00 MB

Memory Information
Size 31.3 GB

00:00.0 Host bridge: Intel Corporation Xeon E3-1200 v5/E3-1500 v5/6th Gen Core Processor Host Bridge/DRAM Registers (rev 07)
00:01.0 PCI bridge: Intel Corporation 6th ...
by oakwhiz
Mon Jan 13, 2025 3:29 am
Forum: Pending
Topic: [2.0.28] Desync getting into spidertron, no mods
Replies: 3
Views: 651

[2.0.28] Desync getting into spidertron, no mods

... Got into spidertron and started walking immediately
Desync occurred almost immediately

Network info:
Windows client, Linux server
Connected via LAN, connected via 10Gbps to Linux bridge, then 1Gbps from that to another Linux bridge, network stats looked OK at the time / no bottlenecking/congestion
by ludsoe
Sun Jan 12, 2025 10:00 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2014
Views: 790329

Re: Simple Questions and Short Answers

... logistic requests? However remote module insertion is? Is there a way to get this information if its intended to be like this? Id love if this was fixed or a work around, as its really annoying that my logistics-train-bridge network doesnt automatically ship for blueprints.

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by Lighthouse
Wed Dec 25, 2024 12:56 pm
Forum: General discussion
Topic: Do you care about infrastructure costs? Does it matter?
Replies: 14
Views: 3315

Re: Do you care about infrastructure costs? Does it matter?

... is has a higher tier (e.g. blue circuits) I care only very little about optimality and low tier stuff (e.g. iron plates) I care more. Because when scaling up this multiplies.

And QOL stuff I usually care about a lot - especially underground pipes even when there is only a small or no gap to bridge.
by OstinFCT
Fri Dec 20, 2024 9:00 am
Forum: Fan Art
Topic: Factorio Story - The space "Milkmen"
Replies: 0
Views: 1144

Factorio Story - The space "Milkmen"

... drunk throughout the galaxy.
The spice of our time.
Robert glanced nervously around the radar screen. And settled into a chair on the captain's bridge.
- Scot, I think we need to be more careful. There's a lot of debris in this sector.
- Relax, Robbie. - replied Scot.
- It's not the first time we ...
by WhiteFrog
Fri Dec 20, 2024 5:23 am
Forum: Questions, reviews and ratings
Topic: 2.0.23 (build 80769, win64) Pipes Intresting / Odd Behaviour
Replies: 0
Views: 427

2.0.23 (build 80769, win64) Pipes Intresting / Odd Behaviour

... connect any modded pipe to the vanilla pipes they don't connect.
When I used an auto-belt updater (now removed) it upgraded some of the vanilla pipes to modded pipes (from PY) and broke all my fluid connections.
See the images attached.

My Solution:
I use the pipes from Flow Control as a "bridge".
by Koub
Sun Dec 08, 2024 9:29 am
Forum: Ideas and Suggestions
Topic: Space platforms can meet each other
Replies: 4
Views: 1408

Re: Space platforms can meet each other

I suspect this would be impossible, due to the limitation of only one hub by platform. What if once the platform met, one just builds a bridge between them ?
by Khazul
Thu Dec 05, 2024 12:59 am
Forum: Show your Creations
Topic: Space Platforms
Replies: 135
Views: 47394

Re: Space Platforms

... Science: 4.8K min (can convert around 5k biter eggs in a couple of minutes)

Electronics / AI (Artificial Idiots) Crew :

Lets call it the bridge - a bit messy due to recent tweaking / experimenting :)

Navigation:
- Auto select safe speed for each route from 300Km/s down to 100Km/s
Helm ...

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