... https://forums.factorio.com/127190)
Fixed pretty print for LuaPlayer was showing wrong index. (https://forums.factorio.com/127786)
Fixed ... for ghosts. (https://forums.factorio.com/127809)
Fixed that building underground belts and underground pipes would not show an error flying text ...
Search found 250 matches: underground layer
Searched query: +underground +layer
- Mon Apr 07, 2025 4:38 pm
- Forum: Releases
- Topic: Version 2.0.44
- Replies: 15
- Views: 11615
- Tue Mar 18, 2025 6:51 am
- Forum: 1 / 0 magic
- Topic: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"
- Replies: 26
- Views: 2706
Re: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"
... Turret 2.0.2 (settings.lua)
3.939 Loading mod settings show-max-underground-distance 0.1.0 (settings.lua)
3.940 Loading mod settings ... 421 Script @__alien-biomes__/data-final-fixes.lua:199: Setting decals to layer 246
4.427 Loading mod Automatic_Train_Painter 2.0.1 (data-final-fixes ...
3.939 Loading mod settings show-max-underground-distance 0.1.0 (settings.lua)
3.940 Loading mod settings ... 421 Script @__alien-biomes__/data-final-fixes.lua:199: Setting decals to layer 246
4.427 Loading mod Automatic_Train_Painter 2.0.1 (data-final-fixes ...
- Mon Feb 10, 2025 8:06 pm
- Forum: Minor issues
- Topic: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
- Replies: 3
- Views: 1053
Re: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
Adding to this as I just encountered it, the underground belts seem to order themselves correctly, as the top of a stack looks about as high as an underground belt you may have a way to tweak it, also to note that "tall" items (like walls) will have the same sort of wrong ordering without stacks it ...
- Wed Dec 18, 2024 8:26 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Over Ground Belts
- Replies: 2
- Views: 769
Re: [IDEA] Over Ground Belts
... I think this should theoretically be possible by making instances of `underground-belt` with their `underground_collision_mask` including `elevated ... in the sky, but you could do like shapez2 does when viewing single layers, and just have it fade to transparent as it moves up.
You could also ...
You could also ...
- Mon Dec 02, 2024 1:53 pm
- Forum: Minor issues
- Topic: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
- Replies: 3
- Views: 1053
Re: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
Hmmm ... we render item stacks in object layer, so they could sort with belt structures (underground belt structure, splitters, circuit connector frame), and their sorting position is shifted half or one tile up, so that that they always render under character ... so item stacks have to have this shift ...
- Sun Dec 01, 2024 8:47 am
- Forum: Gameplay Help
- Topic: assembling machine network problem
- Replies: 12
- Views: 1367
Re: assembling machine network problem
... you did not understand my problem. For example, I require 12 basic underground belt, AKA the yellow ones, using the system I made above, firstly I ... in the left is the place where I can save all the ingredients in each layer of production, and that cause the problem, a small number of requirement ...
- Sat Nov 30, 2024 4:59 am
- Forum: Not a bug
- Topic: [2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections
- Replies: 2
- Views: 639
[2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections
Description:
While experimenting with underground pipe connections, I found that pipes to ground require both the same connection_type and matching underground_collision_mask values in fluid_box.pipe_connections to connect. If the underground_collision_mask layers differ, the connection fails, even ...
While experimenting with underground pipe connections, I found that pipes to ground require both the same connection_type and matching underground_collision_mask values in fluid_box.pipe_connections to connect. If the underground_collision_mask layers differ, the connection fails, even ...
- Fri Nov 15, 2024 8:03 pm
- Forum: News
- Topic: Friday Facts #437 - Cargo Pod Deep Dive
- Replies: 45
- Views: 18254
Re: Friday Facts #437 - Cargo Pod Deep Dive
... the works, it'd be cool if Nauvis (and/or the other planets) had an underground layer (basically akin to a new planet (and could probably be implemented as such), but thematically speaking exists under the surface). We have the game sense that we are on a surface world, and that there's space and ...
- Thu Oct 31, 2024 3:04 pm
- Forum: Minor issues
- Topic: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
- Replies: 3
- Views: 1053
[2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
... wrong-render-order.png
A belt which has items stacked up to maximum capacity (e.g. 4 in this case) will render the items on the belt behind underground pipes instead of infront, when the belt is routed 1 tile below the pipes. Happens regardless of which belt type is used.
It also occurs for ...
A belt which has items stacked up to maximum capacity (e.g. 4 in this case) will render the items on the belt behind underground pipes instead of infront, when the belt is routed 1 tile below the pipes. Happens regardless of which belt type is used.
It also occurs for ...
- Mon Oct 21, 2024 11:04 am
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 63086
Version 2.0.7
... are called bulk inserters now) which can load transport belts with layered stacks of items. (https://factorio.com/blog/post/fff-393)
New rail ... https://factorio.com/blog/post/fff-403)
Added smart dragging of underground belts and pipes.
Added a toggle to show pipelines on the map.
Added ...
New rail ... https://factorio.com/blog/post/fff-403)
Added smart dragging of underground belts and pipes.
Added a toggle to show pipelines on the map.
Added ...
- Fri Sep 27, 2024 7:02 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 82531
Re: Friday Facts #430 - Drowning in Fluids
... I missed something crucial).
Honestly, kindof the same for me, with Underground Pipes counting as their length, and all the other things counting as ... duct pipelines would then be directional)
- have the ducts be on the upper layer, like Rail Bridges, so that Biters cannot walk into them and get angry.
Honestly, kindof the same for me, with Underground Pipes counting as their length, and all the other things counting as ... duct pipelines would then be directional)
- have the ducts be on the upper layer, like Rail Bridges, so that Biters cannot walk into them and get angry.
- Wed Aug 07, 2024 6:11 pm
- Forum: Questions, reviews and ratings
- Topic: What mods are you using - and why?
- Replies: 11
- Views: 17563
Re: What mods are you using - and why?
... recipes
Renai Transportation Janky transport with throwing inserters and jumping trains
Mapshot Creates an interactive map
Fully Automated Rail Layer Easy rail creation
Rampant Hardest biters
Dectorio Deco
Transport Drones An alternative to Belts/Bots/Trains
Overhauls I might want to play ...
Renai Transportation Janky transport with throwing inserters and jumping trains
Mapshot Creates an interactive map
Fully Automated Rail Layer Easy rail creation
Rampant Hardest biters
Dectorio Deco
Transport Drones An alternative to Belts/Bots/Trains
Overhauls I might want to play ...
- Tue Jan 23, 2024 9:56 am
- Forum: Ideas and Suggestions
- Topic: Undergroud heat pipe
- Replies: 7
- Views: 3295
Re: Undergroud heat pipe
Everything except heat pipes can now gett off the ground layer.
I quite like that you can't use underground pipe flow boosting with heat, personally.
I quite like that you can't use underground pipe flow boosting with heat, personally.
- Tue Dec 12, 2023 1:12 am
- Forum: General discussion
- Topic: Blueprint changes.
- Replies: 1
- Views: 1080
Blueprint changes.
... still work)?
No red belts, have some yellow for now (in the case of underground belts that won't stretch that far, then don't place these).
Etc etc ... that would be nice is the ability to design a blueprint with different layered versions that automatically unlock as you get the tech, so you only ...
No red belts, have some yellow for now (in the case of underground belts that won't stretch that far, then don't place these).
Etc etc ... that would be nice is the ability to design a blueprint with different layered versions that automatically unlock as you get the tech, so you only ...
- Sat Sep 30, 2023 11:14 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 150332
Re: Friday Facts #378 - Trains on another level
... and how much of a bottleneck they can be for congestion. A vertical layer allows train lines to cross over one another without traffic along ... and more efficient than is currently possible.
This is a bit like underground pipes or belts. Imagine trying to build without those? We've been ...
This is a bit like underground pipes or belts. Imagine trying to build without those? We've been ...
- Sat Sep 23, 2023 6:49 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 229
- Views: 98470
Re: Friday Facts #377 - New new rails
I agree to this. I would love to have bridges to build rails over water and not have to use landfill.Blacky007 wrote: Sat Sep 23, 2023 12:15 am what this game needs are bridge and Tunnel or underground railsystem with a different layer without mods.
that would help a lot.
Greetings
- Sat Sep 23, 2023 12:15 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 229
- Views: 98470
Re: Friday Facts #377 - New new rails
what this game needs are bridge and Tunnel or underground railsystem with a different layer without mods.
that would help a lot.
Greetings
- Sat May 27, 2023 12:40 am
- Forum: Off topic
- Topic: Craptorio - a Factorio de-make for the TIC80 console (Play now!)
- Replies: 17
- Views: 11129
CFF #1
... of use, the interface has been revamped. I wanted to make sure that players can navigate and interact seamlessly with the game, without breaking ... building blocks like the inserter, assembly machine, transport belts, underground belts, and splitters will still be at the heart of gameplay.
However ...
However ...
- Mon Mar 20, 2023 2:20 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 224749
Re: Friday Facts #365 - Future plans
Factorio supports multiple surfaces. And you can portal the player and vehicles between surfaces with LUA. What's missing is support for rails to connect to another surface. It's one of my open suggestions. Imagine you could build a tunnel into a cliff to get underground and come back out on ...
- Tue Feb 07, 2023 5:44 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 224749
Re: Friday Facts #365 - Future plans
Factorio supports multiple surfaces. And you can portal the player and vehicles between surfaces with LUA. What's missing is support for rails to connect to another surface. It's one of my open suggestions. Imagine you could build a tunnel into a cliff to get underground and come back out on the ...