... 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 ...
Search found 1355 matches: bridge
Searched query: +bridge
- 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: 1043
- Sat Jun 13, 2026 4:55 am
- Forum: Ideas and Suggestions
- Topic: Make quality affect circuit wire max distance
- Replies: 4
- Views: 435
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 ...
- Mon Jun 08, 2026 7:54 am
- Forum: Ideas and Suggestions
- Topic: 'Gap too large' warning when dragging belts doesn't trigger if there's a one-tile opening in the middle
- Replies: 0
- Views: 124
'Gap too large' warning when dragging belts doesn't trigger if there's a one-tile opening in the middle
... will fail without a warning.
What?
If you are dragging a belt:
If you pass over an unbuildable area or obstacle which is small enough to bridge with an underground belt of the same type, such an underground is automatically added. This happens when your mouse reaches a buildable space on ...
What?
If you are dragging a belt:
If you pass over an unbuildable area or obstacle which is small enough to bridge with an underground belt of the same type, such an underground is automatically added. This happens when your mouse reaches a buildable space on ...
- Mon Jun 01, 2026 3:22 pm
- Forum: News
- Topic: Friday Facts #440 - 2.1 plan
- Replies: 74
- Views: 19714
Re: Friday Facts #440 - 2.1 plan
... s "planet" in the name, and it kind of looks like an actual destination in the map. I envisioned a broken world where the player would have to bridge smaller peninusals together. And then finally we would learn the origin of our protagonist the engineer.
No worries, I'll wait for the Factorio ...
No worries, I'll wait for the Factorio ...
- Sun May 24, 2026 5:46 pm
- Forum: Technical Help
- Topic: [2.0.76] pernicious, cross-os periodic fps drops
- Replies: 3
- Views: 567
Re: [2.0.76] pernicious, cross-os periodic fps drops
... SSD 860
/dev/sdc WDC WD40EZAX-00C
/dev/sda WDC WD10EZEX-75W
usb controller:
Intel Cannon Lake PCH USB 3.1 xHCI Host Controller
bios:
BIOS
bridge:
Intel Cannon Lake PCH PCI Express Root Port #1
Intel Z390 Chipset LPC/eSPI Controller
Intel 6th-10th Gen Core Processor PCIe Controller (x16 ...
/dev/sdc WDC WD40EZAX-00C
/dev/sda WDC WD10EZEX-75W
usb controller:
Intel Cannon Lake PCH USB 3.1 xHCI Host Controller
bios:
BIOS
bridge:
Intel Cannon Lake PCH PCI Express Root Port #1
Intel Z390 Chipset LPC/eSPI Controller
Intel 6th-10th Gen Core Processor PCIe Controller (x16 ...
- Sun May 10, 2026 1:35 am
- Forum: Ideas and Suggestions
- Topic: A new firearm magazine intermediate between red (piercing) and green (uranium)
- Replies: 4
- Views: 661
A new firearm magazine intermediate between red (piercing) and green (uranium)
TL;DR
A new tier of ammunition for gun-type weapons that bridges the very large gap between red ammo (piercing rounds magazine) and green ammo (uranium rounds magazine).
What?
A new tier of firearm ammunition craftable starting in the blue science tier that is more powerful and expensive than the ...
A new tier of ammunition for gun-type weapons that bridges the very large gap between red ammo (piercing rounds magazine) and green ammo (uranium rounds magazine).
What?
A new tier of firearm ammunition craftable starting in the blue science tier that is more powerful and expensive than the ...
- Tue Apr 28, 2026 11:11 am
- Forum: Gameplay Help
- Topic: spaghetti builds?
- Replies: 2
- Views: 562
Re: spaghetti builds?
... by not planning at all. I build what I need at the time to get to the next research. If I'll need more of something later, then I cross that bridge when I get to it. Taking time to organize my factories doesn't really interest me at all. I just want to be able to do [x] as soon as possible ...
- Fri Apr 17, 2026 7:48 pm
- Forum: General discussion
- Topic: Island base?
- Replies: 1
- Views: 1531
Re: Island base?
... and see where the biter entrances might be. Defend your factory in those directions. You also need to do this to find out where resources are located to plan for the future.
Be careful where you put landfill that you don't accidentally make a land bridge for the biters to bypass your defenses.
Be careful where you put landfill that you don't accidentally make a land bridge for the biters to bypass your defenses.
- Thu Apr 16, 2026 11:57 am
- Forum: Energy Production
- Topic: Largest (?) nuclear power plant 80GW
- Replies: 0
- Views: 525
Largest (?) nuclear power plant 80GW
... poles next to each other that should *not* be connected. Hopefully this is fine in the blueprints.
There's also a fallback mechanism that would bridge the "input" and "pump" networks if the pump network runs out of steam.
With those combined, there should be no way to stall the power plant, as ...
There's also a fallback mechanism that would bridge the "input" and "pump" networks if the pump network runs out of steam.
With those combined, there should be no way to stall the power plant, as ...
- Sat Apr 11, 2026 11:56 am
- Forum: Technical Help
- Topic: Pasting Longer Blueprints does not work
- Replies: 3
- Views: 1037
Re: Pasting Longer Blueprints does not work
... future people have this issue.
If you are running Wayland, then you can add this line to Factorio's Steam Launch Options
SDL_VIDEODRIVER=wayland %command%
This will force Factorio to run with its native Wayland support, thus permitting direct clipboard access, rather than using the X11 bridge.
If you are running Wayland, then you can add this line to Factorio's Steam Launch Options
SDL_VIDEODRIVER=wayland %command%
This will force Factorio to run with its native Wayland support, thus permitting direct clipboard access, rather than using the X11 bridge.
- Thu Apr 09, 2026 7:29 pm
- Forum: Technical Help
- Topic: Pasting Longer Blueprints does not work
- Replies: 3
- Views: 1037
Re: Pasting Longer Blueprints does not work
... an issue on systems that run Wayland while Factorio is set to prefer X11, since the interop with the clipboard is fairly cursed. If using the X11 bridge under Wayland, you can work around it by copying 32KiB chunks at a time.
Otherwise in Factorio's Settings, Graphics, you can change the Preferred ...
Otherwise in Factorio's Settings, Graphics, you can change the Preferred ...
- Thu Apr 09, 2026 6:49 pm
- Forum: Technical Help
- Topic: Pasting Longer Blueprints does not work
- Replies: 3
- Views: 1037
Re: Pasting Longer Blueprints does not work
... an issue on systems that run Wayland while Factorio is set to prefer X11, since the interop with the clipboard is fairly cursed. If using the X11 bridge under Wayland, you can work around it by copying 32KiB chunks at a time.
Otherwise in Factorio's Settings, Graphics, you can change the Preferred ...
Otherwise in Factorio's Settings, Graphics, you can change the Preferred ...
- Fri Mar 20, 2026 4:46 pm
- Forum: Development tools
- Topic: [Tool] FactorioModTranslator: Localize any mod into your language
- Replies: 1
- Views: 1047
[Tool] FactorioModTranslator: Localize any mod into your language
... different languages.
As much as we love playing with various mods, many of them are only available in English or Chinese. I created this tool to bridge that gap and make the modding experience more accessible for everyone.
Key Features
Mod Loading: Directly load Mod folders
Translation ...
As much as we love playing with various mods, many of them are only available in English or Chinese. I created this tool to bridge that gap and make the modding experience more accessible for everyone.
Key Features
Mod Loading: Directly load Mod folders
Translation ...
- Fri Mar 13, 2026 2:06 am
- Forum: Questions, reviews and ratings
- Topic: Looking for a Mod that sets modules based on circuit conditions
- Replies: 0
- Views: 417
Looking for a Mod that sets modules based on circuit conditions
Is there a mod that changes the modules in a machine based on network conditions?
I'm imagining a bridge between a decider combinator and Module Inserter Simplified. It might add a "Set modules" tick box to machines in the circuit/logistic network GUIs.
I'm imagining a bridge between a decider combinator and Module Inserter Simplified. It might add a "Set modules" tick box to machines in the circuit/logistic network GUIs.
- Mon Feb 23, 2026 8:59 pm
- Forum: Ideas and Suggestions
- Topic: A In-game Decodifier
- Replies: 4
- Views: 883
A In-game Decodifier
... decodifier, Some time later and Boom!, You have the mod downloaded
Basically code from mod -> decodify on in-game decodifier -> loads the files/mod -> you now have mod installed
If this gets added it could make the bridge between Switch and Mods So have fun, Vote here and See you in the future :D
Basically code from mod -> decodify on in-game decodifier -> loads the files/mod -> you now have mod installed
If this gets added it could make the bridge between Switch and Mods So have fun, Vote here and See you in the future :D
- Sat Feb 14, 2026 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion from my son (CZ)
- Replies: 4
- Views: 1003
Re: Suggestion from my son (CZ)
To bridge the gaps on Fulgora Island, one can also use https://mods.factorio.com/mod/Long_Range_Delivery_Drones, they are not military drones but can carry military supply on other islands all accross the map.
I used to play rollercoaster tycoon when i was 9 and i still have a version installed ...
I used to play rollercoaster tycoon when i was 9 and i still have a version installed ...
- Mon Jan 05, 2026 7:32 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 14232
Re: What to do in the Space Age post game?
... critical words about robot attrition. My overall opinion is that it's positive and inspirational.
If you want to beat me to one, I have no information on Ultra Cube. But that one's tricky since if you're being burned out by an optimization paradox. Optimization puzzles might be a bridge too far.
If you want to beat me to one, I have no information on Ultra Cube. But that one's tricky since if you're being burned out by an optimization paradox. Optimization puzzles might be a bridge too far.
- Mon Jan 05, 2026 11:49 am
- Forum: Multiplayer / Dedicated Server
- Topic: Factorevotron - a chat and event bridge
- Replies: 0
- Views: 632
Factorevotron - a chat and event bridge
... of the available events so you can scratch your ML itch.
There are no databases, and the app runtime comes from its docker image.
The app acts a bridge between Factorio headless server and a Telegram group. It should be easy to add other backends too, PRs welcome.
Group members can chat with ...
There are no databases, and the app runtime comes from its docker image.
The app acts a bridge between Factorio headless server and a Telegram group. It should be easy to add other backends too, PRs welcome.
Group members can chat with ...
- Fri Jan 02, 2026 8:08 am
- Forum: Ideas and Suggestions
- Topic: New Surface: Shattered Planet (Long post)
- Replies: 0
- Views: 2352
New Surface: Shattered Planet (Long post)
... is sufficiently big for non-megabase purposes.
So, for the Shattered Planet, the "islands" should be pretty small, and there should be no* way to bridge the gap between them or expand the islands. You work with what you've got.
Since this is a post-endgame location, using high-Quality Space Age ...
So, for the Shattered Planet, the "islands" should be pretty small, and there should be no* way to bridge the gap between them or expand the islands. You work with what you've got.
Since this is a post-endgame location, using high-Quality Space Age ...
- Tue Oct 28, 2025 4:00 am
- Forum: Multiplayer / Dedicated Server
- Topic: FactoriCord - The ultimate Discord brige & Server logger
- Replies: 0
- Views: 851
FactoriCord - The ultimate Discord brige & Server logger
Hey Engineers ! ⚙️
I'm Zebrra, a french developper 🟦⬜🟥
I'm so excited to introduce FactoriCord (totaly free) , a lightweight and fully autonomous bridge between your Factorio server and Discord
It allows your community to follow in-game events directly from your Discord channels.
But, What is ...
I'm Zebrra, a french developper 🟦⬜🟥
I'm so excited to introduce FactoriCord (totaly free) , a lightweight and fully autonomous bridge between your Factorio server and Discord
It allows your community to follow in-game events directly from your Discord channels.
But, What is ...