Search found 288 matches: bridge

Searched query: bridge

by bobucles
Tue Mar 20, 2018 1:32 pm
Forum: Ideas and Suggestions
Topic: Use nuclear product for Portable Fusion Reactor
Replies: 32
Views: 9972

Re: Use nuclear product for Portable Fusion Reactor

... don't think it's appropriate or needed when the player has access to rock paving (an automatic exosuit's worth of speed boost) and has vehicles to bridge the gap. The age of 5x5 armor is still very open map so the car is a great speed boost and should be the norm. I do think that solar needs a ...
by KampKounslr
Sat Mar 17, 2018 5:23 pm
Forum: Ideas and Suggestions
Topic: Use nuclear product for Portable Fusion Reactor
Replies: 32
Views: 9972

Re: Use nuclear product for Portable Fusion Reactor

... vanilla. If you were to restrict the fusion/fission reactor further, yoi REALLY need to buff the solar panel equipment or add a new generator to bridge the gap I totally agree with this! Portable Solar Panels are so damn expensive for what little they produce, a lot of the time I skip them and ...
by Ranakastrasz
Fri Mar 16, 2018 3:39 pm
Forum: Ideas and Suggestions
Topic: Use nuclear product for Portable Fusion Reactor
Replies: 32
Views: 9972

Re: Use nuclear product for Portable Fusion Reactor

... vanilla. If you were to restrict the fusion/fission reactor further, yoi REALLY need to buff the solar panel equipment or add a new generator to bridge the gap
by usafphoenix
Wed Mar 07, 2018 4:36 am
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 46373

Re: Underground Rail

How about a bridge over water? there is a mod specifically for this. Check out "Beautiful Bridge Railway". As for undergrounds, while i agree that it makes signals less important due to simplifying intersections, i do ...
by mrvn
Mon Feb 19, 2018 1:26 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 44931

Automatically landfill when placing blueprints/ghosts

... factory module won't work anymore. Running around to place landfill where needed and not where water is required is tiresome. Building a land bridge for train tracks with properly properly spaced islands for signals, power poles and radars or landfilling for curves becomes torment. Note: With ...
by itassassin
Sat Feb 03, 2018 11:37 am
Forum: Ideas and Suggestions
Topic: New feature for Belts
Replies: 1
Views: 948

New feature for Belts

Belt Over-Passes Add over-passes/bridges to the existing belts to add more flexibility and possibly complexity to a factory. Over-passes/Bridges I didn't find this on the frequently suggested or rejected pages. If you have only played for ...
by Tekky
Fri Jan 26, 2018 9:56 pm
Forum: Implemented in 2.0
Topic: bridge
Replies: 2
Views: 1592

Re: bridge

If bridges were to be implemented, then it should also be possible to build them without cliffs. However, it should also be possible to build bridges with one or both sides on a cliff. However, I believe it would be easier ...
by DirkSch
Fri Jan 26, 2018 8:34 pm
Forum: Implemented in 2.0
Topic: bridge
Replies: 2
Views: 1592

bridge

make placable cliffs for bridges between 2 cliffs for cossing rails without signals.
by Caine
Fri Jan 26, 2018 5:55 pm
Forum: Ideas and Suggestions
Topic: Basic Trains Stuff
Replies: 9
Views: 3174

Re: Basic Trains Stuff

Sounds like a relatively big addition to bridge a very small period of time. In other word, perhaps material for a mod, but not in vanilla.
by gustaphe
Sun Jan 14, 2018 4:52 pm
Forum: Ideas and Suggestions
Topic: Connecting radars to circuit and logistic networks
Replies: 43
Views: 20236

Re: Radars should emit signals

Agree!
Imagine a land bridge covered in rails, and a train being called whenever an enemy is close enough...
You could have
[x] read distance to spawner (select signal)
[ ] read distance to enemy (select signal)
[x] read number of spawners in range (select signal)
by Lextreme
Tue Jan 09, 2018 12:15 pm
Forum: Ideas and Suggestions
Topic: Belt Bridges
Replies: 10
Views: 5240

Re: Belt Bridges

... I want more stuff. The more incomprehensible the factory is, the better it is. Bridges will add to this in a positive way I believe. And no, bridges and tunnels do not have to run in one lane. I think the function should be exactly the same as a tunnel, it just looks better. To answer bobingabout's ...
by bobingabout
Tue Jan 09, 2018 10:48 am
Forum: Ideas and Suggestions
Topic: Belt Bridges
Replies: 10
Views: 5240

Re: Belt Bridges

how high is your bridge? will a nuclear reactor fit under it? will an oil refinery? This is why we don't have overland stuff, the way factorio is designed doesn't lend well to this sort of thing, underground is the solution, because ...
by pleegwat
Mon Jan 08, 2018 9:40 pm
Forum: Implemented in 2.0
Topic: New types of rails (curves, s-curves ...)
Replies: 30
Views: 24244

Re: New types of rails (curves, s-curves ...)

A bridge which goes over anything would necessitate at least 2 positions on the Z axis, or anything standing below the bridge would collide with a train passing over it.
by SirSmuggler
Tue Dec 12, 2017 8:26 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 32160

Re: We can not dig out landfill

I think it would be cool to replace landfill with some sort of iron bridge/support structure over water so the original water is still there but you can build stuff on top of it. This might be hard to implement if entities are supposed to be non-overlapping. ...
by vanatteveldt
Mon Dec 11, 2017 5:49 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 32160

Re: We can not dig out landfill

I think it would be cool to replace landfill with some sort of iron bridge/support structure over water so the original water is still there but you can build stuff on top of it. This might be hard to implement if entities are supposed to be non-overlapping. ...
by bunce
Fri Dec 08, 2017 2:58 am
Forum: Ideas and Suggestions
Topic: Large Bridge Cranes
Replies: 38
Views: 36390

Re: Large Bridge Cranes

I have recently thinking about this exact idea, so i came here and searched for it. You guys are already talking about it and have the model all fleshed out. I love it and really hope the devs take notice!
by Dreepa
Tue Nov 21, 2017 1:05 pm
Forum: Ideas and Suggestions
Topic: More Beautification in vanilla?
Replies: 1
Views: 826

More Beautification in vanilla?

... more personalization and beautification. Some people like to do the most efficient factory. I like to actually make it look cool. Base entries, HQ bridge. Roads from block to block. Parking slots. Tank garage. Lights that show state of ore. Different pavements etc. I ve seen a a beaty mod that ...
by Jap2.0
Wed Nov 08, 2017 1:25 am
Forum: Ideas and Suggestions
Topic: Items per second info on machines.
Replies: 32
Views: 9823

Re: Items per second info on machines.

... I guess there are a few things you could do: 1. Spreadsheets, spreadsheets, spreadsheets galore! 2. Use a calculator. 3. Cry a river, build a bridge, and get over it. 4. Make a mod 5. Do all the math in your head anyways 6. Suggest it to the developers in the middle of a GUI reewrite... wait... ...
by mrvn
Tue Nov 07, 2017 12:24 pm
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 46373

Re: Underground rails

... inside trains have no collision or something like that. There is just no way to fully implement tunnels (which is insanely more difficult than bridges). That's why I said "a fake train in that section mirroring the real train". The real train remains on the main game surface and you ...
by Jap2.0
Mon Nov 06, 2017 10:04 pm
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 46373

Re: Underground rails

... inside trains have no collision or something like that. There is just no way to fully implement tunnels (which is insanely more difficult than bridges). That's why I said "a fake train in that section mirroring the real train". The real train remains on the main game surface and you ...

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