... 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
Search found 1341 matches: bridge
Searched query: +bridge
- Mon Feb 23, 2026 8:59 pm
- Forum: Ideas and Suggestions
- Topic: A In-game Decodifier
- Replies: 4
- Views: 313
- Sat Feb 14, 2026 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion from my son (CZ)
- Replies: 3
- Views: 292
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: 6465
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: 320
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: 774
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: 483
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 ...
- Mon Sep 29, 2025 4:42 am
- Forum: General discussion
- Topic: Discussion on Robot Pathing
- Replies: 6
- Views: 1425
Re: Discussion on Robot Pathing
... gap in your base, the robots don't go "around". Than can happen at larger scale if you have 2 square network next to each other, and you create a bridge, the robots can will attempt to cross "everywhere", they won't make the detour to use the bridge, this is often time a desirable behavior, a ...
- Wed Sep 24, 2025 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Increase steam cloud storage
- Replies: 5
- Views: 2553
Re: Increase steam cloud storage
... s literally no reason to not increase this in my opinion, the people who will need it benefit from it and the people who don't need it won't even notice it changed.
I will again use poly bridge as an example of the save file being under 100MB yet they have the max amount possible because why not.
I will again use poly bridge as an example of the save file being under 100MB yet they have the max amount possible because why not.
- Mon Sep 22, 2025 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Increase steam cloud storage
- Replies: 5
- Views: 2553
Increase steam cloud storage
... keep them there instead of steam cloud but since other games that really don't need it have way more storage than factorio like for example poly bridge 3 has 93GB available:
poly bridge data.png
It would be really nice to see the increase of this for factorio so I and also others who might ...
poly bridge data.png
It would be really nice to see the increase of this for factorio so I and also others who might ...
- Sun Sep 14, 2025 11:22 am
- Forum: Show your Creations
- Topic: Marathon deathworld behemoth worms
- Replies: 3
- Views: 1956
Re: Marathon deathworld behemoth worms
... d already upgraded to biolabs, and I had 5 chests of uranium just sitting about, I retreated to a more defensible position. You can see I built a bridge so the biters can settle on my old island, then if I decide to do any promethium research, I can destroy the bridge, take over the biter nests, and ...
- Tue Jul 22, 2025 3:37 pm
- Forum: Gameplay Help
- Topic: Logistics bots not taking short paths for loading rockets?
- Replies: 10
- Views: 1497
Re: Logistics bots not taking short paths for loading rockets?
... planet, moving items with a spidetron when I need them in another network (e.g. when I drop them from a space platform).
You can make a simple bridge with a requester chest on one side and an inserter to transfer to a provider chest on the other network if you separate them by 1 tile it's fairly ...
You can make a simple bridge with a requester chest on one side and an inserter to transfer to a provider chest on the other network if you separate them by 1 tile it's fairly ...
- Wed Jun 25, 2025 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle suggestions
- Replies: 7
- Views: 4145
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 ...
- Sun Jun 22, 2025 9:37 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 1486
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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06-22-2025, 23-22-36.png
06-22-2025, 23-55-42.png
- 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: 8578
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 ...
- Mon May 12, 2025 2:04 pm
- Forum: Ideas and Suggestions
- Topic: Launch Passenger Cargo pods from Hub only
- Replies: 0
- Views: 410
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 ...
- 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: 3148
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.
Ist shoudl leave exactly a gap before and after the belt to bridge if you have no undergrounds. It shall not place ghosts.
- 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: 2302
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 ...
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 ...
- 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: 2302
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.
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.
- Sat Jan 18, 2025 10:04 pm
- Forum: Ideas and Suggestions
- Topic: Left and Right on the Splitter priority
- Replies: 6
- Views: 1294
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 ...
Yes, I know. And that is the problem too. When I am in a new city, I always need to recall the ...
- Sat Jan 18, 2025 9:42 pm
- Forum: Gameplay Help
- Topic: Long distance pumping on Aquilo
- Replies: 1
- Views: 3072
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 ...