Search found 1322 matches: bridge
Searched query: bridge
- Thu Apr 24, 2014 3:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] game fails to un-minimize on startup
- Replies: 4
- Views: 2481
[0.9.8] game fails to un-minimize on startup
... dv6 dual monitor, but bug persists when I only use single monitor. Windows 7 Home Premium 64-bit SP1 CPU: Intel Core i7 2670QM @ 2.20GHz Sandy Bridge 32nm graphics card: 2048MB ATI Radeon HD 6770M (HP) video card driver: AMD Driver Packaging Version 8.882.2.3-110930a-126477C-HP Catalyst Control ...
- Sun Apr 20, 2014 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 10780
Re: Building train bridge
Actually, in OpenTTD, there is a patch that allows building underwater tunnels - in the end, it makes sense. http://roomoramablog.files.wordpress.com/2013/03/underwater-train-in-venice.jpg We might also have a neat transparent tube effect for it, so you could visually see the trains passing underwat...
- Sun Apr 20, 2014 4:59 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 10780
Re: Building train bridge
On the other hand, bridges obscure view. If only allowed to be built over water this is irrelevant. If not, it becomes a problem. A use for underground tunnels may be a path into a fortified area that does not require a break in walls. ...
- Wed Apr 16, 2014 8:28 am
- Forum: Ideas and Requests For Mods
- Topic: Do limit the depletion of water and bridge
- Replies: 0
- Views: 3177
Do limit the depletion of water and bridge
suppose to do in the rivers water resource quantity and the active use of depleted rivers and oceans ..
for more realistic game and hardcore )))
bridge
Axle for places where it is difficult or sometimes pass that the resource does not get it ..
for more realistic game and hardcore )))
bridge
Axle for places where it is difficult or sometimes pass that the resource does not get it ..
- Wed Apr 16, 2014 1:37 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 55625
Re: [MOD 0.9.x] Telelogistics v0.1.0
... better to keep the factory cleaner, and that could definitely be a mod I would enjoy a lot. Anyway, the idea is really nice, I sure hope it can bridge the gap between the normal belt+inserter and logistic bots, as it would make the transition a lot smoother with a stage in the middle.
- Mon Apr 14, 2014 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 10780
Re: Building train bridge
I agree, tunnels don't serve the same purpose as in OTTD, unless you planning a huge railnetwork which you won't need in 95% of the playthroughs. Bridges on the other hand, would fit very good. I always remember those pesky little "swamps" that i have to build around becuase of a few 2-6 t...
- Mon Apr 14, 2014 8:52 am
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 10780
Re: Building train bridge
Well, looking back at transport tycoon, adding a bridge would add something to the game since factorio also has water. The addition of an underground rail on the other hand doesn't make sense. In transport tycoon you had mountains for which the tunnels ...
- Mon Apr 14, 2014 5:53 am
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 10780
Re: Building train bridge
Yes and no. Yes, because train is big and sometimes things are in the way which can't be simply mined. Yes, because as OpenTTD shows, there are tricks in train routing, which enable more traffic, but need underground. No, because different to pipes and underground belt I cannot imagine how that coul...
- Sun Apr 13, 2014 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 10780
Re: Building train bridge
In addition to a train bridge what about trains being to go underground for a limited distance the same way pipes do.
- Sun Apr 13, 2014 9:57 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 10780
Re: Building train bridge
I like this one. Trains could use more flexibility and this sounds fitting.
- Sun Apr 13, 2014 8:40 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 10780
Building train bridge
Building train bridge by manufacturing and putting different (stone/iron/steel) parts together to span any size body of water
- Thu Mar 13, 2014 11:11 pm
- Forum: Ideas and Suggestions
- Topic: Overhead pipes
- Replies: 7
- Views: 3166
Re: Overhead pipes
... need not to be very high. Walking, driving with the car and eventually the train, but no buildings. Belts other pipes only orthogonal. This "bridge" has also some more usages: - ok, place pipes on it - you can walk on it, it can be used as bridge over lakes - place also belts? Rails? ...
- Thu Mar 13, 2014 8:57 am
- Forum: Ideas and Suggestions
- Topic: Overhead pipes
- Replies: 7
- Views: 3166
Re: Overhead pipes
... against being forced to keep space under and besides the pipes, that you can avoid the perspective problem. But I think to something like this bridge of pipes: http://commons.wikimedia.org/wiki/File:Chemical_Plant_Western_Reclamation.jpg Or pictures you get when you search for chemical plant. ...
- Fri Mar 07, 2014 12:59 am
- Forum: Off topic
- Topic: Deterministic vs. Non-deterministic
- Replies: 8
- Views: 7528
Re: Deterministic vs. Non-deterministic
hmmm having world with bridges that have 0.05% chance to collapse and noone knowing which one and when exactly... ..that would sure be awesome. Bridges start with a % chance to collapse and as time passes by the % increases without you ...
- Thu Mar 06, 2014 11:25 pm
- Forum: Not a bug
- Topic: (0.9.1) LOST - a doge's dream
- Replies: 7
- Views: 7820
Re: (0.9.1) LOST - a doge's dream
(pointless comment)
... if only you could chop that tree down and use it's trunk as a bridge
It seems to be just high enough
... if only you could chop that tree down and use it's trunk as a bridge
It seems to be just high enough
- Thu Mar 06, 2014 2:05 pm
- Forum: Pending
- Topic: [0.9.1] Game crashes on linux
- Replies: 12
- Views: 9009
[0.9.1] Game crashes on linux
... : 6822.44 clflush size : 64 cache_alignment : 64 address sizes : 36 bits physical, 48 bits virtual power management: ... lspci 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Xeon E3-1200/2nd Generation ...
- Thu Feb 20, 2014 4:06 am
- Forum: Wiki Talk
- Topic: Wiki: Renaming networks to systems?
- Replies: 13
- Views: 22222
Re: Wiki: Renaming networks to systems?
... and share an accumulator bank as a failover measure. Combined, they are a system, individually, they are seperate networks. just like how trains bridge individual logistic networks to form a larger logistic system.
- Mon Feb 17, 2014 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Climb / jump over pipes
- Replies: 22
- Views: 12682
Re: Climb / jump over pipes
It would make really sense, if such a "bridge" can be used to prevent the neighbor pipes from connecting...
- Sun Feb 16, 2014 10:43 am
- Forum: Modding help
- Topic: Whats wrong with this?
- Replies: 5
- Views: 1884
Re: Whats wrong with this?
... 64, flags= { "goes-to-quickbar" }, icon="__F-mod__/resources/icons/pda.png" }, --[[{ type= "container", name= "bridge", flags= {"placeable-neutral", "player-creation"}, collision_box= {{-0, 0}, {0, 0}}, selection_box= {{-0, 0}, {0, 0}}, ...
- Sun Feb 16, 2014 10:29 am
- Forum: Modding help
- Topic: Whats wrong with this?
- Replies: 5
- Views: 1884
Whats wrong with this?
... end event.createdentity.destroy() --elseif event.createdentity.name == "bridge" then -- game.settiles{{position=event.createdentity.position,name="bridge"}} -- event.createdentity.destroy() end It should just ...