Exactly what I'm looking forIlliander42 wrote: ↑Tue Jan 09, 2024 5:47 amOoh, this would let grid bases expand without needing a tempory bridge roboport or player interaction.
Search found 1310 matches: bridge
Searched query: bridge
- 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
- 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.
- 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 ...
- 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?
- 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 ...
- 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 ...
- 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 ...
- Tue Nov 28, 2023 6:43 am
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 24009
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Fri Nov 03, 2023 1:08 pm
- Forum: Implemented in 2.0
- Topic: bridge
- Replies: 2
- Views: 1621
- 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 ...
- 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! - ...
- 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](https://static.wikia.nocookie.net/18e99b5c-af96-49fe-a53d-74133660002c/scale-to-width/755)
One more thing...
TRAIN BRIDGE!!!!
TRAIN BRIDGE!!!!
One more thing...
- 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 ...
- 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 ...