... 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 ...
Search found 1323 matches: bridge
Searched query: +bridge
- Sat Jan 18, 2025 10:04 pm
- Forum: Ideas and Suggestions
- Topic: Left and Right on the Splitter priority
- Replies: 6
- Views: 307
- Sat Jan 18, 2025 9:42 pm
- Forum: Gameplay Help
- Topic: Long distance pumping on Aquilo
- Replies: 1
- Views: 319
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 ...
- Sat Jan 18, 2025 8:46 pm
- Forum: Ideas and Suggestions
- Topic: Left and Right on the Splitter priority
- Replies: 6
- Views: 307
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.
- 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: 3
- Views: 462
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 ...
Unloading ...
- Fri Jan 17, 2025 4:30 pm
- Forum: Gameplay Help
- Topic: Wasteless nuclear reactor design revisited
- Replies: 10
- Views: 845
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 ...
- Thu Jan 16, 2025 8:06 pm
- Forum: Technical Help
- Topic: Game instability - Crashes when loading Sprites
- Replies: 0
- Views: 136
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 ...
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 ...
- Mon Jan 13, 2025 3:29 am
- Forum: Pending
- Topic: [2.0.28] Desync getting into spidertron, no mods
- Replies: 3
- Views: 289
[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
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
- Sun Jan 12, 2025 10:00 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1958
- Views: 650272
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.
01-12-2025, 09-57-40.png
01-12-2025, 09-57-40.png
- Wed Dec 25, 2024 12:56 pm
- Forum: General discussion
- Topic: Do you care about infrastructure costs? Does it matter?
- Replies: 14
- Views: 1842
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.
And QOL stuff I usually care about a lot - especially underground pipes even when there is only a small or no gap to bridge.
- Fri Dec 20, 2024 9:00 am
- Forum: Fan Art
- Topic: Factorio Story - The space "Milkmen"
- Replies: 0
- Views: 399
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 ...
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 ...
- 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: 180
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".
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".
- Sun Dec 08, 2024 9:29 am
- Forum: Ideas and Suggestions
- Topic: Space platforms can meet each other
- Replies: 4
- Views: 663
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 ?
- Thu Dec 05, 2024 12:59 am
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 124
- Views: 21293
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 ...
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 ...
- Fri Nov 29, 2024 10:20 pm
- Forum: Show your Creations
- Topic: Ships that can get to the shattered planet
- Replies: 11
- Views: 7744
Re: Ships that can get to the shattered planet
... some weight, but with very minor tweaking, all the extra space platforms can be cut out, making my design just as good (long hand inserters can bridge a gap of 1 tile is how I would do that). Also I've used that space in some of my past ships.
But also I use it cause I came up with the engine ...
But also I use it cause I came up with the engine ...
- Fri Nov 29, 2024 1:51 am
- Forum: Duplicates
- Topic: [2.0.14][SA] Desync (entity ghosts; construction robots)
- Replies: 1
- Views: 261
Re: [2.0.14][SA] Desync (entity ghosts; construction robots)
I am going to mark this as duplicate of 123181. In this specific case the desync was triggered by placing ramp ghost on the far left end of the bridge on fulgora.
- Mon Nov 25, 2024 6:08 am
- Forum: Not a bug
- Topic: [2.0.21] Spacing of elevated rail support inconsistent
- Replies: 9
- Views: 714
Re: [2.0.21] Spacing of elevated rail support inconsistent
I was trying to use an elevated bridge to cross another railway (four tracks, 20 grids wide) in the game when I suddenly noticed that one of the railways used fewer support to cross over. I noticed that there were more railways between the two supports of this railway than normal, so I immediately ...
- Mon Nov 25, 2024 6:00 am
- Forum: Not a bug
- Topic: [2.0.21] Spacing of elevated rail support inconsistent
- Replies: 9
- Views: 714
Re: [2.0.21] Spacing of elevated rail support inconsistent
... things is I swear the second one from the top was fully built before, but then I moved it and now it's not.
I was trying to use an elevated bridge to cross another railway (four tracks, 20 grids wide) in the game when I suddenly noticed that one of the railways used fewer support to cross over ...
I was trying to use an elevated bridge to cross another railway (four tracks, 20 grids wide) in the game when I suddenly noticed that one of the railways used fewer support to cross over ...
- Sat Nov 23, 2024 6:57 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 352
- Views: 55107
Re: Gleba has killed the game for me.
... on Gleba power is food, not electricity and that everything organic spoils anywhere.
Other elements - being stuck on islands, not being able to bridge over deep oil initial on Fulgora and needed end game foundation to pave on Fulgora as wierd and annoying if you have a build style that doesnt suit ...
Other elements - being stuck on islands, not being able to bridge over deep oil initial on Fulgora and needed end game foundation to pave on Fulgora as wierd and annoying if you have a build style that doesnt suit ...
- Tue Nov 12, 2024 12:41 pm
- Forum: Ideas and Suggestions
- Topic: [Trains] Path Reversal
- Replies: 0
- Views: 201
[Trains] Path Reversal
... Here is an example of how this could help:
two-steps_no_path.png
The pathfinder is thinking that there's no path from Taw to the northern bridge.
Of course, as you can easily see, you can get there by going to Phyire first and then reverse course.
Two-headed trains are pretty much «second ...
two-steps_no_path.png
The pathfinder is thinking that there's no path from Taw to the northern bridge.
Of course, as you can easily see, you can get there by going to Phyire first and then reverse course.
Two-headed trains are pretty much «second ...
- Mon Nov 11, 2024 5:28 pm
- Forum: Minor issues
- Topic: [2.0.11] Train pathfinding takes much longer path
- Replies: 28
- Views: 1870
Re: [2.0.11] Train pathfinding takes much longer path
I have a 'worse' example :
two-steps_no_path.png
The pathfinder is thinking that there's no path from Taw to the northern bridge.
Of course, as you can easily see, you can get there by going to Phyire first and then reverse course.
Two-headed trains are pretty much «second-class citizens» in ...
two-steps_no_path.png
The pathfinder is thinking that there's no path from Taw to the northern bridge.
Of course, as you can easily see, you can get there by going to Phyire first and then reverse course.
Two-headed trains are pretty much «second-class citizens» in ...