Search found 288 matches: bridge
Searched query: bridge
- Thu Feb 11, 2021 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Large Bridge Cranes
- Replies: 38
- Views: 36390
Re: Large Bridge Cranes
Great stuff on this thread. Rotary car dumper, indeed! Processing very long trains would be very cool as well.
- Wed Jan 20, 2021 6:10 pm
- Forum: Ideas and Suggestions
- Topic: Add a flush/purge option for roboports to be vacated
- Replies: 10
- Views: 2329
Re: Add a flush/purge option for roboports to be vacated
... to the best solution being isolated networks. But that loses the flexibility when building new factory segments. For a while I was thinking of a bridge port to link Logistics networks together, favoring local supplies over remote ones. But as best as I can tell, nothing in Vanilla does something ...
- Wed Nov 18, 2020 6:08 pm
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 28912
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.
https://mods.factorio.com/mod/FreeEnergyCombinators here's the rope for your bridge that you refuse to install. Uh, no, that's building stone walls along the sides of the bridge so that people can't fall off, but now there's only enough room on the bridge for ...
- Wed Nov 18, 2020 6:05 pm
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 28912
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.
Uh, no, that's building stone walls along the sides of the bridge so that people can't fall off, but now there's only enough room on the bridge for single-file anyways.ptx0 wrote: ↑Wed Nov 18, 2020 5:55 pmhttps://mods.factorio.com/mod/FreeEnergyCombinators
here's the rope for your bridge that you refuse to install.
- Wed Nov 18, 2020 5:55 pm
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 28912
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.
https://mods.factorio.com/mod/FreeEnergyCombinators
here's the rope for your bridge that you refuse to install.
- Wed Nov 18, 2020 5:54 pm
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 28912
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.
... his supplies, hawk his wares, and rest his feet, but over the first few days of his visit, he noticed something strange. There was a simple wooden bridge built across the river so that villagers could cross it, and so they did, every day, in order to tend to their rye and barley fields on the other ...
- Tue Oct 20, 2020 10:43 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 7540
Re: Biters using themselves as landfill
... I want water walls to still be a legitimate strategy, but I think it would be more fun for it to be like a time bomb. This "corpse-landfill bridge" would be gradually build and the player would be able to see it coming. Ok, I'll agree that this might be more interesting to play with ...
- Tue Oct 20, 2020 10:07 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 7540
Re: Biters using themselves as landfill
... I want water walls to still be a legitimate strategy, but I think it would be more fun for it to be like a time bomb. This "corpse-landfill bridge" would be gradually build and the player would be able to see it coming. Also if you are on an "island" without natives then the ...
- Tue Oct 20, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 7540
Re: Biters using themselves as landfill
... before you get robots to handle that. Also if you are on an "island" without natives then the natives can get to you with the same land bridge that you used to get there, generally. You can make walkable 1 tile gaps (for player) which the natives can't skip. But that's (1) new behaviour ...
- Tue Oct 13, 2020 1:32 am
- Forum: Ideas and Suggestions
- Topic: Adding additional skins?
- Replies: 19
- Views: 2117
Re: Adding additional skins?
Allow me to interject and perhaps build a bridge between the two ideologies here. As a grown man who is pragmatic, reasonable, and generally logical in my approach to things, I realize that it really does not matter in the least what my character ...
- Mon Sep 07, 2020 3:21 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 46376
Re: An argument for train tunnels (again..)
... curved rail line that goes under a large lake would be pretty cool, (if not horribly expensive)! Honestly, I can see why elevated trains and train bridges are not in the game: 1) The first would add little to game play for a massive amount of work. 2) Bridges aren't needed because you can already ...
- Mon Sep 07, 2020 12:24 am
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 46376
Re: An argument for train tunnels (again..)
That ridiculous train ramp mod (Renai Transportation, which also has other novelties like power pole ziplines and throwing inserters) could be re-skinned as potentially the best tunnel or bridge mod so far.
- Sun Sep 06, 2020 10:17 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 46376
An argument for train tunnels (again..)
... curved rail line that goes under a large lake would be pretty cool, (if not horribly expensive)! Honestly, I can see why elevated trains and train bridges are not in the game: 1) The first would add little to game play for a massive amount of work. 2) Bridges aren't needed because you can already ...
- Thu Sep 03, 2020 8:33 am
- Forum: Ideas and Suggestions
- Topic: Spidertron repath if stuck
- Replies: 7
- Views: 2818
Re: Spidertron repath if stuck
... since I read about it), and it would probably walk in circles forever (following the shore) if you tell it to go to a far off island and no land bridge is ever built. But it could be much better than what we have. Edit: the link and image isn't quite the algorithm I was thinking about while writing ...
- Mon Aug 17, 2020 5:43 am
- Forum: Ideas and Suggestions
- Topic: Combinator scalability and maintainability
- Replies: 15
- Views: 4980
Re: Combinator scalability and maintainability
... green or red % green, could you imagine the possibilities?! So if that’s your suggestion then I need to join it with existing. :) I make a golden bridge. List of things that should be changed with circuits/combinators: - possibility to handle red and green wires separated in combinator. - enable ...
- Wed May 06, 2020 3:21 am
- Forum: Implemented in 2.0
- Topic: bridgs for train?
- Replies: 4
- Views: 1535
Re: bridgs for train?
Real bridges using an glitch where possible until 0.17.55. https://mods.factorio.com/mod/rail-bridge Since then it's no longer possible to make real bridges, the following mods have workarounds that at least look the part: https://mods.factorio.com/mod/cargo-ships ...
- Tue May 05, 2020 10:28 am
- Forum: Implemented in 2.0
- Topic: bridgs for train?
- Replies: 4
- Views: 1535
Re: bridgs for train?
Real bridges using an glitch where possible until 0.17.55. https://mods.factorio.com/mod/rail-bridge Since then it's no longer possible to make real bridges, the following mods have workarounds that at least look the part: https://mods.factorio.com/mod/cargo-ships ...
- Tue May 05, 2020 10:15 am
- Forum: Implemented in 2.0
- Topic: bridgs for train?
- Replies: 4
- Views: 1535
- Fri Apr 24, 2020 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Train reaches end of track...
- Replies: 0
- Views: 803
Train reaches end of track...
... twice and slide to a stop... maybe a bit of damage. Biters evolution.... to having a flight ability? Or have the AI have then learn to do an ant-bridge to get over short spans of water. I know I'm suggesting more than the title shows, but just a couple of thoughts.
- Fri Mar 27, 2020 7:23 am
- Forum: Ideas and Suggestions
- Topic: 0.18 Power Graph display misleading due to inclusion of accumulators
- Replies: 6
- Views: 2284
0.18 Power Graph display misleading due to inclusion of accumulators
... to constantly supply all my buildings?" Adding accumulators into this seems wrong. The use case of accumulators (in my head at least) is to bridge the power production of solar panels through the night. Therefore, adding them to the daytime production doesn't provide me with any useful information ...