Search found 1207 matches: Bridges
Searched query: bridges
- Fri Sep 27, 2024 7:02 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 303
- Views: 32171
Re: Friday Facts #430 - Drowning in Fluids
... into segments without needing a powered pump. (long 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.
- Mon Aug 26, 2024 6:35 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 29865
Re: Friday Facts #424 - Gleba Pentapod Enemies
... what it effectively is, and in doing so doesn't look organic. This is exaggerated by it's smoke-like flighttrail. If it's intended to feel like it bridges the gap between being life and artificial due to it seemingly lacking autonomy then I think it could be done better, as it stands it just looks ...
- Sat Aug 17, 2024 1:57 pm
- Forum: Ideas and Suggestions
- Topic: Islands instead of island
- Replies: 5
- Views: 461
Re: Islands instead of island
... each island for a player to not get stuck, and a player could always end up wasting stone and getting stuck. with modded IslandS you can use rail bridges, or boats, or hovercrafts or plenty of things that in current version of factorio do not exist to make sure a player will not get soft lock ...
- Fri Jul 26, 2024 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Editor (Blueprint God Mode Planet)
- Replies: 6
- Views: 714
Re: Blueprint Editor (Blueprint God Mode Planet)
Rail bridges, rework of the fluid mechanics, new tier of quicker belts out the top of my head, I'm pretty sure there are others.
- Fri Jul 12, 2024 12:44 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65825
Re: Friday Facts #416 - Fluids 2.0
... are higher capacity and cheaper than tank trains. Fluid wagons will be plenty useful for places where pipes are too annoying to lay, going over bridges, and in mods with too many fluids to easily bus them all. Barrels are already accused by some of being useless, but they have plenty of niches. ...
- Thu Jul 11, 2024 11:53 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65825
Re: Friday Facts #416 - Fluids 2.0
... are higher capacity and cheaper than tank trains. Fluid wagons will be plenty useful for places where pipes are too annoying to lay, going over bridges, and in mods with too many fluids to easily bus them all. Barrels are already accused by some of being useless, but they have plenty of niches. ...
- Sun May 12, 2024 9:00 am
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 417
Re: Access installed mods without enabling them
... on that mod and not introduce a very confusing "disabled dependency". Or ask for Rocket Turrets to be a separate mod, just like rail bridges. Those would also work in this specific case. The general case of "I want to write a mod that depends on expansion stuff without forcing ...
- Sat May 11, 2024 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 417
Re: Access installed mods without enabling them
... on that mod and not introduce a very confusing "disabled dependency". Or ask for Rocket Turrets to be a separate mod, just like rail bridges.
- Sat May 04, 2024 9:15 pm
- Forum: General discussion
- Topic: Are the QOL features of the expansion coming to base factorio?
- Replies: 2
- Views: 575
Re: Are the QOL features of the expansion coming to base factorio?
Most QoL things will come to the base game, as the base game will be 2.x then. The expansion will be a mod. Things that need that mod iirc are rail bridges, quality and ofc space age. Once the expansion is out, there will be a detailed list im sure. Until then an updated FFF summary post would be ...
- Mon Apr 08, 2024 12:12 pm
- Forum: Combinator Creations
- Topic: Robots generating endlessly new "music"
- Replies: 26
- Views: 6553
Re: Robots generating endlessly new "music"
... there be a setting ?" and such x). Maybe it would be more productive to try and adapt more the rythm and the notes to work together for bridges and chorus with slightly different beat or have some measure with and without speaker play bass at low volume some long notes. Those would need ...
- Sun Apr 07, 2024 11:23 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26889
Re: Friday Facts #403 - Train stops 2.0
... you add water reflections? For buildings on water and close to the water? Maybe with an option to disable them to reduce gpu/cpu strain. Now, as bridges will be added to the game, this picture looks so weird: https://cdn.factorio.com/assets/blog-sync/fff-403-manual-push.png Or maybe something ...
- Sat Apr 06, 2024 9:59 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26889
Re: Friday Facts #403 - Train stops 2.0
... you add water reflections? For buildings on water and close to the water? Maybe with an option to disable them to reduce gpu/cpu strain. Now, as bridges will be added to the game, this picture looks so weird: https://cdn.factorio.com/assets/blog-sync/fff-403-manual-push.png Or maybe something ...
- Thu Apr 04, 2024 11:44 am
- Forum: Combinator Creations
- Topic: Robots generating endlessly new "music"
- Replies: 26
- Views: 6553
Re: Robots generating endlessly new "music"
... scale progression. So after a few search to understand the wording, i can say that the robot will/should decide when to do chorus pre-chorus or bridges, but also drop and solo. The structure of the random music. I don't want to try and compose a song, more like trying to program some rules to ...
- Fri Mar 22, 2024 6:16 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26889
Re: Friday Facts #403 - Train stops 2.0
... mode seems... silly and breaks any semblance of physics (inertia is not something so easy to overcome). Why not just add sidewalks to rail bridges instead, allowing the player to walk to the stuck train and refuel it? My guess would be because of the way the game engine is written (remember: ...
- Fri Mar 22, 2024 5:03 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26889
Re: Friday Facts #403 - Train stops 2.0
About the problem on how to refuel a stuck train on a water-bridge... Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again? Almost nobody ...
- Fri Mar 22, 2024 3:59 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26889
Re: Friday Facts #403 - Train stops 2.0
About the problem on how to refuel a stuck train on a water-bridge...
Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again?
Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again?
- Fri Mar 22, 2024 2:59 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26889
Re: Friday Facts #403 - Train stops 2.0
... mode seems... silly and breaks any semblance of physics (inertia is not something so easy to overcome). Why not just add sidewalks to rail bridges instead, allowing the player to walk to the stuck train and refuel it? Just ask the energy shield what it thinks about the laws of inertia, ...
- Fri Mar 22, 2024 2:41 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26889
Re: Friday Facts #403 - Train stops 2.0
... mode seems... silly and breaks any semblance of physics (inertia is not something so easy to overcome). Why not just add sidewalks to rail bridges instead, allowing the player to walk to the stuck train and refuel it? My guess would be because of the way the game engine is written (remember: ...
- Fri Mar 22, 2024 2:32 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26889
Re: Friday Facts #403 - Train stops 2.0
Flintstone mode seems... silly and breaks any semblance of physics (inertia is not something so easy to overcome). Why not just add sidewalks to rail bridges instead, allowing the player to walk to the stuck train and refuel it?
- Fri Mar 15, 2024 3:09 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33356
Re: Friday Facts #402 - Lightspeed circuits
Radar Transmission is a great feature to come! Love you guys for that (for the Bridges i will love you more). My "annoying thing" when it comes to circuits is the thing that you are limited to the "Items" why can't we just rename a signal? if ...