Search found 1310 matches: bridge

Searched query: bridge

by cannotloginanymore
Tue Jan 09, 2024 5:44 pm
Forum: Ideas and Suggestions
Topic: Store bots inside roboport in blueprints
Replies: 10
Views: 1311

Re: Store bots inside roboport in blueprints

Illiander42 wrote:
Tue Jan 09, 2024 5:47 am
Ooh, this would let grid bases expand without needing a tempory bridge roboport or player interaction.
Exactly what I'm looking for
by Illiander42
Tue Jan 09, 2024 5:47 am
Forum: Ideas and Suggestions
Topic: Store bots inside roboport in blueprints
Replies: 10
Views: 1311

Re: Store bots inside roboport in blueprints

Ooh, this would let grid bases expand without needing a tempory bridge roboport or player interaction.
by TBC_x
Sun Dec 03, 2023 9:42 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 171
Views: 45573

Re: Friday Facts #387 - Swimming in lava

... you said that lava can't be landfilled, which means that if ore spawns near it, there's a chance it'll end up on a small island or on a narrow bridge that the drills won't be able to access, which will infuriate many players. So, what's the solution? The way I see it, you'd need to include ...
by Locane
Sun Dec 03, 2023 1:16 am
Forum: Questions, reviews and ratings
Topic: Any mods that let you prioritize things in the build order?
Replies: 1
Views: 564

Any mods that let you prioritize things in the build order?

... certain kinds of things in the build queue? For example, if I tile my base with 682,000 refined concrete, but later I need some landfill placed to bridge a gap, is there a mod that I can set landfill ghost orders to take priority over all other orders?
by mmmPI
Sat Dec 02, 2023 5:23 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 171
Views: 45573

Re: Friday Facts #387 - Swimming in lava

... you said that lava can't be landfilled, which means that if ore spawns near it, there's a chance it'll end up on a small island or on a narrow bridge that the drills won't be able to access, which will infuriate many players. So, what's the solution? From FFF 386 => Over time, the lava has ...
by Roxor128
Sat Dec 02, 2023 5:17 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 171
Views: 45573

Re: Friday Facts #387 - Swimming in lava

... you said that lava can't be landfilled, which means that if ore spawns near it, there's a chance it'll end up on a small island or on a narrow bridge that the drills won't be able to access, which will infuriate many players. So, what's the solution? The way I see it, you'd need to include ...
by mmmPI
Tue Nov 28, 2023 7:24 am
Forum: Releases
Topic: Version 0.17.56
Replies: 44
Views: 24009

Re: Version 0.17.56

... is my attempt at using an old mod from DaveMcW that got deprecated fast ( same link as Koub that was faster => https://mods.factorio.com/mod/rail-bridge ) For a short period of time, it was abusing an oddity i think from the rail system bounding boxes, but that oddity was corrected because it ...
by Koub
Tue Nov 28, 2023 6:43 am
Forum: Releases
Topic: Version 0.17.56
Replies: 44
Views: 24009

Re: Version 0.17.56

by mmmPI
Mon Nov 13, 2023 7:22 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 54475

Re: Friday Facts #384 - Combinators 2.0

The "sensor combinator" could even bridge the gap between all the buildings you cannot attach wires to (likely because of all the artwork needed). I'd love to be able to determine whether an assembler is working or not. A sensor combinator ...
by Svip
Mon Nov 13, 2023 6:33 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 54475

Re: Friday Facts #384 - Combinators 2.0

The "sensor combinator" could even bridge the gap between all the buildings you cannot attach wires to (likely because of all the artwork needed). I'd love to be able to determine whether an assembler is working or not. A sensor combinator ...
by Danjen
Sat Nov 11, 2023 3:30 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 173
Views: 34357

Re: Friday Facts #383 - Super force building

I understand that you're only removing landfill you've placed, but if you have a solid land bridge that you can yank up on a moment's notice, it feels like Biters will need more tools (swimming, flying, better pathing) to deal with it. A landbridge with a 1 tile chokepoint ...
by Tooster
Fri Nov 10, 2023 1:19 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 54475

Re: Friday Facts #384 - Combinators 2.0

... outside way of combining/splitting signals into different networks? Something like a diode where you have 2 inputs and 2 outputs, but you can bridge the wires there with copper, so that for example you redirect red input to green output, and red+green input to red output, effectively combining ...
by Koub
Fri Nov 10, 2023 8:20 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 173
Views: 34357

Re: Friday Facts #383 - Super force building

I understand that you're only removing landfill you've placed, but if you have a solid land bridge that you can yank up on a moment's notice, it feels like Biters will need more tools (swimming, flying, better pathing) to deal with it. A landbridge with a 1 tile chokepoint ...
by Danjen
Fri Nov 10, 2023 7:30 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 173
Views: 34357

Re: Friday Facts #383 - Super force building

... shortcuts or un-pathable areas with this technique. I understand that you're only removing landfill you've placed, but if you have a solid land bridge that you can yank up on a moment's notice, it feels like Biters will need more tools (swimming, flying, better pathing) to deal with it. This ...
by ickputzdirwech
Fri Nov 03, 2023 1:08 pm
Forum: Implemented in 2.0
Topic: bridge
Replies: 2
Views: 1621

Re: bridge

[ick] Moved to Implemented in 2.0

See https://factorio.com/blog/post/fff-378
by EustaceCS
Sat Oct 28, 2023 2:08 pm
Forum: Ideas and Requests For Mods
Topic: Factorio as a training ground for AI agents
Replies: 1
Views: 477

Re: Factorio as a training ground for AI agents

... the character then let AI play it instead of player. While I have no experience with Factorio modding API yet, I assume that Factorio <-> AI "bridge mod" boils down to letting AI: - move character - interact (including creation and efficiency evaluation) blueprints - interact with entities ...
by BlackKnight
Fri Oct 13, 2023 7:22 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 34759

Re: Friday Facts #380 - Remote view

... Some details noticed that were not specifically mentioned in the FFF - most in map view image - Mapview bridge visuals: Great to see finally, I like the implementation! Love to see the cloverleaf! - Colored worms - and what that could mean to combat! - ...
by Mooncat
Sun Oct 01, 2023 12:39 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87920

Re: Friday Facts #378 - Trains on another level

TRAIN BRIDGE!!!!
TRAIN BRIDGE!!!!
TRAIN BRIDGE!!!!
Image

One more thing...
ElectricLocomotive.png
ElectricLocomotive.png (2.7 MiB) Viewed 2552 times
by BlackKnight
Sat Sep 30, 2023 6:58 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87920

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 BlackKnight
Sat Sep 30, 2023 6:12 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87920

Re: Friday Facts #378 - Trains on another level

... just thinking maybe they're hinting at a new mechanic. Yeah, when I saw the original comment it had me eyeing any possible connections to the new bridge entities very closely. It wouldn't surprise me if the railings actually connected power - or if the under carriage of the platforms contained ...

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