... native Steam Input support. My goal would be to implement that functionality in a mod instead.
What I would need from Factorio is only a narrow bridge to the relevant "ISteamInput" functionality already available through Steamworks, for example enough to:
- access connected Steam Input ...
Search found 1373 matches: bridge
Searched query: +bridge
- Thu Sep 17, 2026 7:42 am
- Forum: Ideas and Suggestions
- Topic: Minimal Steam Input API access for mods
- Replies: 0
- Views: 189
- Thu Sep 10, 2026 4:50 pm
- Forum: Balancing
- Topic: Quality should impact big electric poles and substations more
- Replies: 7
- Views: 811
Re: Quality should impact big electric poles and substations more
... of those get solved at the same time that legendary kicks in.
Then you might as well just scrap quality for big poles entirely. Theyre meant to bridge big gaps and that is what the quality is supposed to improve, but does so miserably. Id like them to firmly retain their role and have a clear use ...
Then you might as well just scrap quality for big poles entirely. Theyre meant to bridge big gaps and that is what the quality is supposed to improve, but does so miserably. Id like them to firmly retain their role and have a clear use ...
- Wed Sep 09, 2026 7:34 pm
- Forum: Balancing
- Topic: Quality should impact big electric poles and substations more
- Replies: 7
- Views: 811
Re: Quality should impact big electric poles and substations more
... then you can just keep tiered blueprints for different stages.
Then you might as well just scrap quality for big poles entirely. Theyre meant to bridge big gaps and that is what the quality is supposed to improve, but does so miserably. Id like them to firmly retain their role and have a clear use ...
Then you might as well just scrap quality for big poles entirely. Theyre meant to bridge big gaps and that is what the quality is supposed to improve, but does so miserably. Id like them to firmly retain their role and have a clear use ...
- Wed Sep 09, 2026 6:41 pm
- Forum: Balancing
- Topic: Quality should impact big electric poles and substations more
- Replies: 7
- Views: 811
Re: Quality should impact big electric poles and substations more
... importance on Aquilo, where weaving heat pipes requires having a lot of room close to buildings.
But being able to use fewer big poles to bridge a gap just doesn't mean much. You're not saving much in the middle of a build because you generally don't put big poles in the middle of a build ...
But being able to use fewer big poles to bridge a gap just doesn't mean much. You're not saving much in the middle of a build because you generally don't put big poles in the middle of a build ...
- Thu Sep 03, 2026 5:55 pm
- Forum: Modding interface requests
- Topic: Allow connecting logistic networks by script.
- Replies: 1
- Views: 233
Re: Allow connecting logistic networks by script.
Just to clarify, upon writing to one roboport, this write would propagate to the roboports it's connected to (so it behaves like placing a bridge roboport between 2 networks currently does).
- Tue Aug 25, 2026 6:29 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12298
Re: Non-quality promethium science ship and design principles for making non-quality ships
... is a circuit that limits the asteroids that are in the system to what can fit on the belts. The combinator which controls that can be found on the bridge between the turrets and the main body of the ship at the top (see below). I admit though the belt gets quite full at times and maybe this is just a ...
- Thu Aug 20, 2026 4:45 am
- Forum: Won't fix.
- Topic: Ribbon World map generation for Space Age is barely usable
- Replies: 6
- Views: 797
Re: Ribbon World map generation for Space Age is barely usable
In my ribbon world experience you might have to build a long thin bridge of landfill to get a train to more resources. If it's lava, I guess you have to come back with a mechsuit.
- Wed Aug 12, 2026 3:38 pm
- Forum: Maps and Scenarios
- Topic: Small Island, no enemies.
- Replies: 3
- Views: 3041
Re: Small Island, no enemies.
... iron patch runs out without another one in sight and I haven't so much as manufactured a single bullet. Now my options are either make a land bridge to one of the iron patches on a lone island (without bots to remove the landfill once I am done, I will quickly use my reserve stone just searching ...
- Sat Aug 08, 2026 10:42 pm
- Forum: General discussion
- Topic: What's the most hilarious way you've angered the biters?
- Replies: 4
- Views: 2018
Re: What's the most hilarious way you've angered the biters?
Cleared a large peninsula, built a defense wall on the land bridge. Only to realize that biters can apparently expand over water - my outpost kept getting attacks from behind where no biters were supposed to be left.
- Mon Jul 06, 2026 6:30 am
- Forum: Ideas and Suggestions
- Topic: Ghost logicstic network recognition.
- Replies: 1
- Views: 233
Ghost logicstic network recognition.
... a base to dynamically "know" exactly what a distant outpost needs to finish building itself or just you know maintain its self i dont want to deliver every single neccsisary resource to a base and can not solve it without requiring a PhD in advanced combinator engineering just to bridge the gap.
- Sat Jul 04, 2026 7:27 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 8111
Re: We need to talk about the new fluid system
... pumps/adapters, and making main pipeline recipes expensive.
That will just lead to long pipelines separated by pairs of static fluid wagon to bridge them, like players are using regular pump now. Just bulkier. And not actual moving fluid trains.
You need fluid wagons to mine uranium currently ...
That will just lead to long pipelines separated by pairs of static fluid wagon to bridge them, like players are using regular pump now. Just bulkier. And not actual moving fluid trains.
You need fluid wagons to mine uranium currently ...
- Sat Jul 04, 2026 7:25 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 8111
Re: We need to talk about the new fluid system
... to build their factory exactly how they like.
If someone actually prefers to place dozens of bulky, stationary fluid wagons on rails just to bridge pipe segments instead of running an automated moving train, that's their choice. You could theoretically build a factory without using standard ...
If someone actually prefers to place dozens of bulky, stationary fluid wagons on rails just to bridge pipe segments instead of running an automated moving train, that's their choice. You could theoretically build a factory without using standard ...
- Sat Jul 04, 2026 7:03 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 8111
Re: We need to talk about the new fluid system
... pumps/adapters, and making main pipeline recipes expensive.
That will just lead to long pipelines separated by pairs of static fluid wagon to bridge them, like players are using regular pump now. Just bulkier. And not actual moving fluid trains.
You need fluid wagons to mine uranium currently ...
That will just lead to long pipelines separated by pairs of static fluid wagon to bridge them, like players are using regular pump now. Just bulkier. And not actual moving fluid trains.
You need fluid wagons to mine uranium currently ...
- Sat Jul 04, 2026 6:39 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 8111
Re: We need to talk about the new fluid system
... pumps/adapters, and making main pipeline recipes expensive.
That will just lead to long pipelines separated by pairs of static fluid wagon to bridge them, like players are using regular pump now. Just bulkier. And not actual moving fluid trains.
You need fluid wagons to mine uranium currently ...
That will just lead to long pipelines separated by pairs of static fluid wagon to bridge them, like players are using regular pump now. Just bulkier. And not actual moving fluid trains.
You need fluid wagons to mine uranium currently ...
- Fri Jul 03, 2026 10:36 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 8111
Re: We need to talk about the new fluid system
... For long distances, players must use expensive "Main Pipes" (limited to 256 tiles per segment) and heavy-duty Main Pumps.
* Adapter Pumps: To bridge the gap, a special "Adapter Pump" would be required to connect a Main Pipe to a Local Pipe network.
This setup would completely separate local ...
* Adapter Pumps: To bridge the gap, a special "Adapter Pump" would be required to connect a Main Pipe to a Local Pipe network.
This setup would completely separate local ...
- Fri Jul 03, 2026 10:26 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 8111
Re: We need to talk about the new fluid system
... For long distances, players must use expensive "Main Pipes" (limited to 256 tiles per segment) and heavy-duty Main Pumps.
* Adapter Pumps: To bridge the gap, a special "Adapter Pump" would be required to connect a Main Pipe to a Local Pipe network.
This setup would completely separate local ...
* Adapter Pumps: To bridge the gap, a special "Adapter Pump" would be required to connect a Main Pipe to a Local Pipe network.
This setup would completely separate local ...
- Tue Jun 30, 2026 8:21 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 28
- Views: 11617
Re: A idea to handle gleba problem
... gap in game logic. especially taking in mind that freezing is actually present in game as a concept for Aquillo.
so, why??? why not add one more bridge between game mechanics? why we continuously improving our tools during whole gameplay, but should stuck on this stupidity on Gleba???
devs, pls ...
so, why??? why not add one more bridge between game mechanics? why we continuously improving our tools during whole gameplay, but should stuck on this stupidity on Gleba???
devs, pls ...
- Fri Jun 26, 2026 11:47 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 73
- Views: 29191
Re: Friday Facts #444 - 2.1 Experimental release
... 1 features are long overdue or holdback, that make me come to a final conclusion: "This is all an attempt to buy goodwill from us the players, to bridge the time till WoWtorio, with as little as possible effort." and I am no longer supporting this.
There are many dedicated and talented modder in ...
There are many dedicated and talented modder in ...
- Tue Jun 23, 2026 8:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
- Replies: 8
- Views: 2152
[Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
... 0, with the exception of the new in-ocean ruins.
2.0:
2.0.png
2.1:
2.1.png
Actual result
A lot of the oil ocean becomes land, enough land to bridge gaps between nearly every island.
2.0 to 2.1.png
I've yet to see this issue on any saves created in 2.1, including one that uses the same seed ...
2.0:
2.0.png
2.1:
2.1.png
Actual result
A lot of the oil ocean becomes land, enough land to bridge gaps between nearly every island.
2.0 to 2.1.png
I've yet to see this issue on any saves created in 2.1, including one that uses the same seed ...
- Sat Jun 13, 2026 4:55 am
- Forum: Ideas and Suggestions
- Topic: Make quality affect circuit wire max distance
- Replies: 4
- Views: 635
Make quality affect circuit wire max distance
... have one, like combinators and rail signals. Rail signals in particular would benefit as there often aren't many entities nearby to serve as a bridge for the circuit wire so you have to place a new entity specifically for that purpose. I have a rail design which needs to wire some rail signals ...