Search found 1207 matches: Bridges

Searched query: bridges

by quale
Sat Oct 14, 2023 12:54 pm
Forum: Gameplay Help
Topic: What is the exact shape of a curved rail?
Replies: 39
Views: 6568

What is the exact shape of a curved rail?

... hitting 2:1. The diagonal-adjacent curve has no such theoretical possibility at all. Not that many people even have access now. And then the new bridges add even more curves. Bring on the speculation!
by mmmPI
Fri Oct 13, 2023 4:09 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 40359

Re: Friday Facts #380 - Remote view

... That is still a mystery to me. The design for the load/unload area for train with loco facing each way i think i recognized it from the FFF with bridges and ramps so i assumed every other rectangle similar are for trains. I just realized that on your screenshot there are 9 science packs shown ...
by FuryoftheStars
Fri Oct 13, 2023 3:48 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 40359

Re: Friday Facts #380 - Remote view

... about the strange white T in the blueprint Are you talking about the train ramps/briges ? that's all i can see :D I was not sure if it was ramps/bridges here White_rectangle_in_map_view.jpg but maybe the rails are near enough to confuse me. Found this other example Rectangle_or_elevated_rails.jpg ...
by Abarel
Fri Oct 13, 2023 2:54 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 40359

Re: Friday Facts #380 - Remote view

... about the strange white T in the blueprint Are you talking about the train ramps/briges ? that's all i can see :D I was not sure if it was ramps/bridges here White_rectangle_in_map_view.jpg but maybe the rails are near enough to confuse me. Found this other example Rectangle_or_elevated_rails.jpg ...
by Qon
Sat Oct 07, 2023 3:04 pm
Forum: Ideas and Suggestions
Topic: Suggestions for the expansion.
Replies: 32
Views: 3911

Re: Suggestions for the expansion.

... give you a reason to mass produce stuff that you can't really upgrade or use later. How many thousands of burner miners are you producing really? Bridges And on the topic of rail bridges, saying that it is QoL without new gameplay is just false. It completely changes how throughput of crossings ...
by robot256
Thu Oct 05, 2023 12:21 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... them for increased throughput but it will probably just be mostly for fun rather than necessity. There will be some interesting effects of having bridges appear later in the tech tree. If you already have a train network, you'll be able to upgrade existing junctions. I'm very much looking forward ...
by Nidan
Thu Oct 05, 2023 12:18 am
Forum: Wiki Talk
Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Replies: 18
Views: 11032

Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons

... So all that will need tabs or extra pages or icons or something. (For "consumed by" see above.) Maybe I was assuming a separate tech for bridges there. That tech page would then be exclusively for the elevated-rails mod, so we could skip the elevated-rails mod tab, and instead mention ...
by IForgotMyName
Mon Oct 02, 2023 6:34 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

Unexpectedly, the introduction of bridges solves one of the first expansion problems noticed by the community Since the goal was to make the overall expansion experience as good as possible, we have rebalanced the tech tree. This means, that ...
by FunMaker
Mon Oct 02, 2023 6:03 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... trains flowing - but trains had to travel the whole loop to get back to a station that was in front of the starting location. So i feel great with bridges. I hope, that the costs of elevated rails is high, so that the feeling of building is like a great accomplishment.
by spaghetsie
Sun Oct 01, 2023 9:45 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... weight. Though I would love if we could get animated bendy rails for when a train goes over them. But who cares about graphics! Gimme my rail bridges already I can't wait a year!
by tufoed
Sun Oct 01, 2023 3:11 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

Rail bridges is the most wanted feature from TTD, that we waited for in Factorio. And now it becomes real. And even better, than in TTD. Yay!
by Saphira123456
Sat Sep 30, 2023 11:35 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... another puzzle ,where you try and fit the blueprint on a( infinite) map,(sandbox) or a ribbon world (puzzle). For such playstyle the additions of bridges and curves and half diagonals feels very very good, because the "small puzzle" of trying to fit the existing "pieces" to ...
by mmmPI
Sat Sep 30, 2023 8:22 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

In my opinion, it's much simpler. I fully agree on your analysis, although i'm not sure it's much simpler to conclude that bridges help tremendously for concentrating production at the map scale. I went through pretty much the same trajectory as the process of dis-entanglement you mentionned ...
by Tertius
Sat Sep 30, 2023 7:23 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... For my setup, after optimizations and some disentanglement, even less crossings were not possible. There are 2 ways left to get less crossings: bridges/tunnels or a less dense base in the first place. Since there are no bridges/tunnels in 1.1, the only thing to bring congestion down is to distribute ...
by mmmPI
Sat Sep 30, 2023 6:46 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... another puzzle ,where you try and fit the blueprint on a( infinite) map,(sandbox) or a ribbon world (puzzle). For such playstyle the additions of bridges and curves and half diagonals feels very very good, because the "small puzzle" of trying to fit the existing "pieces" to ...
by Losash
Sat Sep 30, 2023 11:13 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... amusement, I've noticed that there is a problem with shadow casting now, limited by either engine or artists manual labor complexity. Prior to bridges, it made perfect sense that shadow layer is singular, uniform and located above ground-layer entities, but below all the other on-ground entities. ...
by Omnifarious
Sat Sep 30, 2023 10:04 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... to elevated rails either. Which makes it much easier to use cliffs as natural barriers for defense. I do have a question though... The beautiful bridges mod makes long-distance electric power poles placeable on water. Elevated rails have support pylons that are placeable on water, but there seems ...
by BlackKnight
Sat Sep 30, 2023 6:58 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... would be exciting to see included as new entities if possible (And requisite elevated station.) All that is missing now is elevated foot/traffic bridges. Also elevated conveyor belts! ;) Electric poles with supports above water would be awesome if possible. Also electric poles or wires somehow ...
by MegaMU
Sat Sep 30, 2023 4:46 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

BlackAsLight wrote:
Fri Sep 29, 2023 11:28 am
Can we walk on the bridges?
Game finished
You have been defeated

you was killed by Locomotive at [Location: 0,0]
by FuryoftheStars
Sat Sep 30, 2023 2:09 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100185

Re: Friday Facts #378 - Trains on another level

... (above) it. (Wow are there a lot of posts I want to reply to, as well! Long string coming up....) --------------------- As we can’t walk on the bridges what happens if for example a train runs out of fuel on elevated tracks over water? If you're going to allow building long stretches of elevated ...

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