... and see where the biter entrances might be. Defend your factory in those directions. You also need to do this to find out where resources are located to plan for the future.
Be careful where you put landfill that you don't accidentally make a land bridge for the biters to bypass your defenses.
Search found 1348 matches: bridge
Searched query: +bridge
- Fri Apr 17, 2026 7:48 pm
- Forum: General discussion
- Topic: Island base?
- Replies: 1
- Views: 994
- Thu Apr 16, 2026 11:57 am
- Forum: Energy Production
- Topic: Largest (?) nuclear power plant 80GW
- Replies: 0
- Views: 194
Largest (?) nuclear power plant 80GW
... poles next to each other that should *not* be connected. Hopefully this is fine in the blueprints.
There's also a fallback mechanism that would bridge the "input" and "pump" networks if the pump network runs out of steam.
With those combined, there should be no way to stall the power plant, as ...
There's also a fallback mechanism that would bridge the "input" and "pump" networks if the pump network runs out of steam.
With those combined, there should be no way to stall the power plant, as ...
- Sat Apr 11, 2026 11:56 am
- Forum: Technical Help
- Topic: Pasting Longer Blueprints does not work
- Replies: 3
- Views: 826
Re: Pasting Longer Blueprints does not work
... future people have this issue.
If you are running Wayland, then you can add this line to Factorio's Steam Launch Options
SDL_VIDEODRIVER=wayland %command%
This will force Factorio to run with its native Wayland support, thus permitting direct clipboard access, rather than using the X11 bridge.
If you are running Wayland, then you can add this line to Factorio's Steam Launch Options
SDL_VIDEODRIVER=wayland %command%
This will force Factorio to run with its native Wayland support, thus permitting direct clipboard access, rather than using the X11 bridge.
- Thu Apr 09, 2026 7:29 pm
- Forum: Technical Help
- Topic: Pasting Longer Blueprints does not work
- Replies: 3
- Views: 826
Re: Pasting Longer Blueprints does not work
... an issue on systems that run Wayland while Factorio is set to prefer X11, since the interop with the clipboard is fairly cursed. If using the X11 bridge under Wayland, you can work around it by copying 32KiB chunks at a time.
Otherwise in Factorio's Settings, Graphics, you can change the Preferred ...
Otherwise in Factorio's Settings, Graphics, you can change the Preferred ...
- Thu Apr 09, 2026 6:49 pm
- Forum: Technical Help
- Topic: Pasting Longer Blueprints does not work
- Replies: 3
- Views: 826
Re: Pasting Longer Blueprints does not work
... an issue on systems that run Wayland while Factorio is set to prefer X11, since the interop with the clipboard is fairly cursed. If using the X11 bridge under Wayland, you can work around it by copying 32KiB chunks at a time.
Otherwise in Factorio's Settings, Graphics, you can change the Preferred ...
Otherwise in Factorio's Settings, Graphics, you can change the Preferred ...
- Fri Mar 20, 2026 4:46 pm
- Forum: Development tools
- Topic: [Tool] FactorioModTranslator: Localize any mod into your language
- Replies: 1
- Views: 652
[Tool] FactorioModTranslator: Localize any mod into your language
... different languages.
As much as we love playing with various mods, many of them are only available in English or Chinese. I created this tool to bridge that gap and make the modding experience more accessible for everyone.
Key Features
Mod Loading: Directly load Mod folders
Translation ...
As much as we love playing with various mods, many of them are only available in English or Chinese. I created this tool to bridge that gap and make the modding experience more accessible for everyone.
Key Features
Mod Loading: Directly load Mod folders
Translation ...
- Fri Mar 13, 2026 2:06 am
- Forum: Questions, reviews and ratings
- Topic: Looking for a Mod that sets modules based on circuit conditions
- Replies: 0
- Views: 280
Looking for a Mod that sets modules based on circuit conditions
Is there a mod that changes the modules in a machine based on network conditions?
I'm imagining a bridge between a decider combinator and Module Inserter Simplified. It might add a "Set modules" tick box to machines in the circuit/logistic network GUIs.
I'm imagining a bridge between a decider combinator and Module Inserter Simplified. It might add a "Set modules" tick box to machines in the circuit/logistic network GUIs.
- Mon Feb 23, 2026 8:59 pm
- Forum: Ideas and Suggestions
- Topic: A In-game Decodifier
- Replies: 4
- Views: 522
A In-game Decodifier
... decodifier, Some time later and Boom!, You have the mod downloaded
Basically code from mod -> decodify on in-game decodifier -> loads the files/mod -> you now have mod installed
If this gets added it could make the bridge between Switch and Mods So have fun, Vote here and See you in the future :D
Basically code from mod -> decodify on in-game decodifier -> loads the files/mod -> you now have mod installed
If this gets added it could make the bridge between Switch and Mods So have fun, Vote here and See you in the future :D
- Sat Feb 14, 2026 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion from my son (CZ)
- Replies: 4
- Views: 667
Re: Suggestion from my son (CZ)
To bridge the gaps on Fulgora Island, one can also use https://mods.factorio.com/mod/Long_Range_Delivery_Drones, they are not military drones but can carry military supply on other islands all accross the map.
I used to play rollercoaster tycoon when i was 9 and i still have a version installed ...
I used to play rollercoaster tycoon when i was 9 and i still have a version installed ...
- Mon Jan 05, 2026 7:32 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 9238
Re: What to do in the Space Age post game?
... critical words about robot attrition. My overall opinion is that it's positive and inspirational.
If you want to beat me to one, I have no information on Ultra Cube. But that one's tricky since if you're being burned out by an optimization paradox. Optimization puzzles might be a bridge too far.
If you want to beat me to one, I have no information on Ultra Cube. But that one's tricky since if you're being burned out by an optimization paradox. Optimization puzzles might be a bridge too far.
- Mon Jan 05, 2026 11:49 am
- Forum: Multiplayer / Dedicated Server
- Topic: Factorevotron - a chat and event bridge
- Replies: 0
- Views: 488
Factorevotron - a chat and event bridge
... of the available events so you can scratch your ML itch.
There are no databases, and the app runtime comes from its docker image.
The app acts a bridge between Factorio headless server and a Telegram group. It should be easy to add other backends too, PRs welcome.
Group members can chat with ...
There are no databases, and the app runtime comes from its docker image.
The app acts a bridge between Factorio headless server and a Telegram group. It should be easy to add other backends too, PRs welcome.
Group members can chat with ...
- Fri Jan 02, 2026 8:08 am
- Forum: Ideas and Suggestions
- Topic: New Surface: Shattered Planet (Long post)
- Replies: 0
- Views: 1491
New Surface: Shattered Planet (Long post)
... is sufficiently big for non-megabase purposes.
So, for the Shattered Planet, the "islands" should be pretty small, and there should be no* way to bridge the gap between them or expand the islands. You work with what you've got.
Since this is a post-endgame location, using high-Quality Space Age ...
So, for the Shattered Planet, the "islands" should be pretty small, and there should be no* way to bridge the gap between them or expand the islands. You work with what you've got.
Since this is a post-endgame location, using high-Quality Space Age ...
- Tue Oct 28, 2025 4:00 am
- Forum: Multiplayer / Dedicated Server
- Topic: FactoriCord - The ultimate Discord brige & Server logger
- Replies: 0
- Views: 666
FactoriCord - The ultimate Discord brige & Server logger
Hey Engineers ! ⚙️
I'm Zebrra, a french developper 🟦⬜🟥
I'm so excited to introduce FactoriCord (totaly free) , a lightweight and fully autonomous bridge between your Factorio server and Discord
It allows your community to follow in-game events directly from your Discord channels.
But, What is ...
I'm Zebrra, a french developper 🟦⬜🟥
I'm so excited to introduce FactoriCord (totaly free) , a lightweight and fully autonomous bridge between your Factorio server and Discord
It allows your community to follow in-game events directly from your Discord channels.
But, What is ...
- Mon Sep 29, 2025 4:42 am
- Forum: General discussion
- Topic: Discussion on Robot Pathing
- Replies: 6
- Views: 1674
Re: Discussion on Robot Pathing
... gap in your base, the robots don't go "around". Than can happen at larger scale if you have 2 square network next to each other, and you create a bridge, the robots can will attempt to cross "everywhere", they won't make the detour to use the bridge, this is often time a desirable behavior, a ...
- Wed Sep 24, 2025 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Increase steam cloud storage
- Replies: 5
- Views: 3266
Re: Increase steam cloud storage
... s literally no reason to not increase this in my opinion, the people who will need it benefit from it and the people who don't need it won't even notice it changed.
I will again use poly bridge as an example of the save file being under 100MB yet they have the max amount possible because why not.
I will again use poly bridge as an example of the save file being under 100MB yet they have the max amount possible because why not.
- Mon Sep 22, 2025 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Increase steam cloud storage
- Replies: 5
- Views: 3266
Increase steam cloud storage
... keep them there instead of steam cloud but since other games that really don't need it have way more storage than factorio like for example poly bridge 3 has 93GB available:
poly bridge data.png
It would be really nice to see the increase of this for factorio so I and also others who might ...
poly bridge data.png
It would be really nice to see the increase of this for factorio so I and also others who might ...
- Sun Sep 14, 2025 11:22 am
- Forum: Show your Creations
- Topic: Marathon deathworld behemoth worms
- Replies: 3
- Views: 2299
Re: Marathon deathworld behemoth worms
... d already upgraded to biolabs, and I had 5 chests of uranium just sitting about, I retreated to a more defensible position. You can see I built a bridge so the biters can settle on my old island, then if I decide to do any promethium research, I can destroy the bridge, take over the biter nests, and ...
- Tue Jul 22, 2025 3:37 pm
- Forum: Gameplay Help
- Topic: Logistics bots not taking short paths for loading rockets?
- Replies: 10
- Views: 1816
Re: Logistics bots not taking short paths for loading rockets?
... planet, moving items with a spidetron when I need them in another network (e.g. when I drop them from a space platform).
You can make a simple bridge with a requester chest on one side and an inserter to transfer to a provider chest on the other network if you separate them by 1 tile it's fairly ...
You can make a simple bridge with a requester chest on one side and an inserter to transfer to a provider chest on the other network if you separate them by 1 tile it's fairly ...
- Wed Jun 25, 2025 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle suggestions
- Replies: 7
- Views: 4464
Re: Vehicle suggestions
... and the situation of being stuck in an island can be adressed with elevated rails that are now part of the official space age game, you can make bridge over other rails or water which probably explain why the bridge mod weren't updated. I would recommend much more using the boats mod nowadays ...
- Sun Jun 22, 2025 9:37 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 1670
Re: Wired Parking lot and train pathing
... leading back to the general rail network, so not the whole outgoing traffic is sent to one single rail there. After unlocking elevated rails, it's easier to build a crossing free output of course, because you can replace the crossing by a bridge.
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