Search found 1310 matches: bridge

Searched query: bridge

by FuryoftheStars
Sat Sep 30, 2023 2:09 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87929

Re: Friday Facts #378 - Trains on another level

... (above) it. (Wow are there a lot of posts I want to reply to, as well! Long string coming up....) --------------------- As we can’t walk on the bridges what happens if for example a train runs out of fuel on elevated tracks over water? If you're going to allow building long stretches of elevated ...
by Saphira123456
Fri Sep 29, 2023 11:09 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87929

Re: Friday Facts #378 - Trains on another level

... different ones as I agree with some other people here. The current ones you have pictured feel roller coaster-y and not like an actual railroad bridge. if the aesthetics were changed to something like a trestle or an A-Frame bridge then that would work better. Those that don't think so because ...
by FMP_thE_mAd
Fri Sep 29, 2023 5:22 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87929

Re: Friday Facts #378 - Trains on another level

... ideas for the 2.0 and DLC ! Factorio will be the ultimate factory game (even if it's already the case...). Question anyway : robots and train on bridge are at the same high ? If yes, could we see collision between them ?? Would be amazing if we have to manage this too ! Especially with the new ...
by AvengerStar
Fri Sep 29, 2023 5:15 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87929

Re: Friday Facts #378 - Trains on another level

... I just think the means of accessing that content appear quick to stale. But, much like with the rails from this update, I'll just cross that bridge when I get there. At this point, I can only hope quality gets better post-release.
by Dragonisser
Fri Sep 29, 2023 12:01 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87929

Re: Friday Facts #378 - Trains on another level

... otherwise) They only collide with few entities, as stated in the fff (Big electric poles, robport, rocket silo) So if you get out of a train on a bridge above water you just die? Are there any plans for walkable bridges or any kind of vehicle in the air or water?
by rhynex
Fri Sep 29, 2023 11:52 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87929

Re: Friday Facts #378 - Trains on another level

... be distant from? like a range limit I guess before we need to put another supporter? I hope my question is understandable, I mean how long can the bridge be without needing another support block? - is there a way to kind of hide these rails like alt mode? it would be quite a visual problem to see ...
by bencurio
Fri Sep 29, 2023 11:42 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 87929

Re: Friday Facts #378 - Trains on another level

Hello, I think your idea is excellent, but what if we considered implementing both options - both the bridge and the tunnel? In other words, I'm concerned that bridges might make the already complex bases less transparent. By implementing both bridges and tunnels, you could ...
by Drury
Fri Sep 29, 2023 11:02 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 57309

Re: Friday Facts #377 - New new rails

... 500km/h-1000km/h and deliver resources located far from the base. It is also possible to build monorails over the water in the form of a bridge. Due to the fact that the speed of the monorail is higher, the turning rails would have a larger diameter. The capacity of the monorail car could ...
by SnowZyDe
Sun Sep 24, 2023 5:25 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 57309

Re: Friday Facts #377 - New new rails

... 500km/h-1000km/h and deliver resources located far from the base. It is also possible to build monorails over the water in the form of a bridge. Due to the fact that the speed of the monorail is higher, the turning rails would have a larger diameter. The capacity of the monorail car could ...
by picklock
Sat Sep 23, 2023 6:49 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 57309

Re: Friday Facts #377 - New new rails

Blacky007 wrote:
Sat Sep 23, 2023 12:15 am
what this game needs are bridge and Tunnel or underground railsystem with a different layer without mods.
that would help a lot.
Greetings
I agree to this. I would love to have bridges to build rails over water and not have to use landfill.
by Blacky007
Sat Sep 23, 2023 12:15 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 57309

Re: Friday Facts #377 - New new rails

Attal wrote:
Fri Sep 22, 2023 11:31 pm
Old rails are fine

Please, add the bridge!
what this game needs are bridge and Tunnel or underground railsystem with a different layer without mods.
that would help a lot.
Greetings
by Attal
Fri Sep 22, 2023 11:31 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 57309

Re: Friday Facts #377 - New new rails

Old rails are fine

Please, add the bridge!
by mmmPI
Wed Sep 20, 2023 1:46 am
Forum: Questions, reviews and ratings
Topic: Looking for a mod/mods to add to a 100h save
Replies: 3
Views: 670

Re: Looking for a mod/mods to add to a 100h save

So far I have Cargo ships, LTN and Beautiful Bridge Railway installed, though I've installed those mods more so as a reaction to friction I was facing. That's a good reason to add mod :) , the other for me would be to expand what you like the most ...
by MinekPo1
Sun Sep 17, 2023 10:59 am
Forum: Questions, reviews and ratings
Topic: Looking for a mod/mods to add to a 100h save
Replies: 3
Views: 670

Looking for a mod/mods to add to a 100h save

... a rocket. I don't want to start from scratch however and I would like to continue expanding my base. So far I have Cargo ships, LTN and Beautiful Bridge Railway installed, though I've installed those mods more so as a reaction to friction I was facing. I think I'm ok with using circut network ...
by Asynchron
Sat Sep 09, 2023 8:52 pm
Forum: Modding discussion
Topic: Webassembly instead of/alongside lua?
Replies: 2
Views: 1159

Re: Webassembly instead of/alongside lua?

... the environment, expose couple of methods, interpret the mod, and expect some results back, same as with lua bindings. It would be hard to bridge the gap, and would require twice as much work put into maintenance. Well, that's why I've asked, hoping some devs would answer whether it is ...
by tecanec
Wed Sep 06, 2023 5:26 pm
Forum: Modding discussion
Topic: Webassembly instead of/alongside lua?
Replies: 2
Views: 1159

Re: Webassembly instead of/alongside lua?

... made for whole applications, the other is a garbage-collected language meant to be interpreted and made for simple scripts.) It would be hard to bridge the gap, and would require twice as much work put into maintenance. Not to mention, even if they did add WebAssembly support, it would not be ...
by Earendel
Mon Aug 28, 2023 12:47 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 268
Views: 79183

Re: Friday Facts #373 - Factorio: Space Age

... 2 code bases (or a highly conditional code base) will slow down future developments and I have a lot planned. Having the mod structure try to bridge 2 different base game setups may also restrict being able to go in the direction that offers the best gameplay and that is also an important ...
by mrvn
Mon May 08, 2023 2:28 pm
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 46744

Re: Tunnel or bridges for trains

... wagon at a time when driving across the connected rail pair. But all that can be solved by a modder by providing suitable graphics for tunnel or bridge entrance and exit. There should be nothing new to add to the game engine to make this look pretty. Yeah after exploring a bunch of code and learning ...
by therber2
Sun May 07, 2023 2:21 pm
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 46744

Re: Tunnel or bridges for trains

... wagon at a time when driving across the connected rail pair. But all that can be solved by a modder by providing suitable graphics for tunnel or bridge entrance and exit. There should be nothing new to add to the game engine to make this look pretty. Yeah after exploring a bunch of code and learning ...
by NegNus
Wed Apr 19, 2023 8:49 am
Forum: Technical Help
Topic: crash
Replies: 0
Views: 677

crash

... @__aai-programmable-vehicles__/prototypes/ai-vehicles.lua:282: aai_make_ai_vehicles: se-burbulator valid guns: 4 27.069 Loading mod Deadlock-AAII-bridge 0.2.21 (data-final-fixes.lua) 27.293 Loading mod LogisticTrainNetwork 1.18.3 (data-final-fixes.lua) 27.305 Script @__LogisticTrainNetwork__/data-final-fixes.lua:65: ...

Go to advanced search