Search found 1322 matches: bridge

Searched query: bridge

by squarepony
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 ...
by Drury
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...
by Sir Nick
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. ...
by Airat9000
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 ..
by slay_mithos
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.
by Calico
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...
by Alfdaur
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 ...
by ssilk
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...
by dazz500
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.
by Calico
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.
by Dark_star
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
by ssilk
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? ...
by ssilk
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. ...
by Darthlawsuit
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 ...
by MF-
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 :P
by m2xim
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 ...
by Zourin
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.
by ssilk
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...
by ficolas
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}}, ...
by ficolas
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 ...

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