... Changed all science packs to be plain items.
Increased collision layer prototype count limit from 55 to 256.
Added logistic mode selector to ... LuaEntity::neighbors read. Added LuaEntity::fluidbox_neighbours, underground_belt_neighbour, wall_neighbours, cliff_neighbours, neighbour ...
Search found 254 matches: underground layer
Searched query: +underground +layer
- Tue Jun 23, 2026 9:43 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 191
- Views: 114079
- Sun May 31, 2026 8:16 am
- Forum: Gameplay Help
- Topic: Graphs to help understand Thrusters
- Replies: 6
- Views: 2186
Re: Graphs to help understand Thrusters
... or oxide).
You do need at least 1 additionnal tile for fuel using underground pipe for a fluid and regular for the other. Unless you use as you said several layer of thrusters, but then in the south would be recommenced because there is a limit on how far you build on the north to prevent players ...
You do need at least 1 additionnal tile for fuel using underground pipe for a fluid and regular for the other. Unless you use as you said several layer of thrusters, but then in the south would be recommenced because there is a limit on how far you build on the north to prevent players ...
- Wed May 13, 2026 6:44 pm
- Forum: General discussion
- Topic: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
- Replies: 15
- Views: 6230
An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
Factorio: Space Age — A Late-Game Player's Review
A note before the review: I'm posting this on the Factorio forums because Steam's 8,000-character ... posts and player-built spreadsheets.
Similar surprises exist for underground belts, certain crafting machines, and several "obvious-looking ...
A note before the review: I'm posting this on the Factorio forums because Steam's 8,000-character ... posts and player-built spreadsheets.
Similar surprises exist for underground belts, certain crafting machines, and several "obvious-looking ...
- Sat Sep 13, 2025 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
- Replies: 5
- Views: 2561
[Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
... In the following image one can see the comparison between the same layer definition of a car prototype's light_animation , the only difference ... alpha gradients. The player color was the default orange yet the car underground light is black. I would've expected it to look orange.
When put into ...
When put into ...
- Mon Apr 07, 2025 4:38 pm
- Forum: Releases
- Topic: Version 2.0.44
- Replies: 15
- Views: 16991
Version 2.0.44
... 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 ...
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 ...
- 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: 6886
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: 4
- Views: 2853
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: 1469
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: 4
- Views: 2853
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: 3266
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: 1212
[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: 48
- Views: 33421
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: 4
- Views: 2853
[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: 29
- Views: 86413
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: 148357
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: 31056
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: 4210
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: 1552
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: 230590
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: 143571
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