... my ideea is similar but different.
Ideea is that after a x value of pollution we create, the enemies to did another evolutions unlock a new tech: tunnels. They are "invisible" but still gather underground, and of course, we can't see or attack them (different from rampant's, and also another ...
Search found 98 matches: catwalk tunnel
Searched query: catwalk tunnel
- Fri Feb 06, 2026 8:44 pm
- Forum: Ideas and Suggestions
- Topic: solve UPS/FPS drops via timer
- Replies: 0
- Views: 317
- Tue Sep 30, 2025 7:02 am
- Forum: Assigned
- Topic: [kovarex][2.0.68] Smart belt placing underground in place of a curved belt
- Replies: 7
- Views: 1133
[kovarex][2.0.68] Smart belt placing underground in place of a curved belt
... did not work, sorry :D
In the screenshot above, I was trying to angry ghost a rocket turret, but the smart belt system decided it should go under instead, when I was expecting it to just delete the normal belts and not try to tunnel under the turret.
edited with a better image
edited for clarity
In the screenshot above, I was trying to angry ghost a rocket turret, but the smart belt system decided it should go under instead, when I was expecting it to just delete the normal belts and not try to tunnel under the turret.
edited with a better image
edited for clarity
- Tue Jan 28, 2025 10:30 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Error "Transport line groups are not consistent"
- Replies: 1
- Views: 1490
[2.0.32] Error "Transport line groups are not consistent"
Hi, I found an error when under ground transport belt causing an issue during load game.
Issue is reproducible on sandbox, when I build new tunnel, delete one end, and change direction and force rewrite existing end (SHIFT+CONTROL) and create new second end. If I save the game, I can't load it anymore ...
Issue is reproducible on sandbox, when I build new tunnel, delete one end, and change direction and force rewrite existing end (SHIFT+CONTROL) and create new second end. If I save the game, I can't load it anymore ...
- Wed Nov 27, 2024 5:11 pm
- Forum: Ideas and Suggestions
- Topic: For already configured recipes, when reopening factories, directly display the five quality levels as well. (And more)
- Replies: 4
- Views: 1625
For already configured recipes, when reopening factories, directly display the five quality levels as well. (And more)
... Thank you so much for considering this!
___________
By the way, I’ve noticed something regarding the deactivated “smart mode.” In some cases, tunnels are still being created automatically when placing blueprints—for example, conveyors are sometimes turned into tunnels. This might not be intended ...
___________
By the way, I’ve noticed something regarding the deactivated “smart mode.” In some cases, tunnels are still being created automatically when placing blueprints—for example, conveyors are sometimes turned into tunnels. This might not be intended ...
- Mon Nov 25, 2024 2:19 pm
- Forum: Not a bug
- Topic: [2.0.21] Tunnel exit gets reversed when pipetting
- Replies: 2
- Views: 634
[2.0.21] Tunnel exit gets reversed when pipetting
When you pick up a tunnel entrance with pipette button (Q), it keeps the orientation of the original, as expected
When you pick up a tunnel exit with the pipette button, it will reverse the orientation (turning it into a tunnel entrance).
This means that if you move a tunnel exit of an existing ...
When you pick up a tunnel exit with the pipette button, it will reverse the orientation (turning it into a tunnel entrance).
This means that if you move a tunnel exit of an existing ...
- Sun Nov 17, 2024 9:01 am
- Forum: Ideas and Suggestions
- Topic: A vehicle that burrows itself underground like the NOD Subterranean APC
- Replies: 0
- Views: 640
A vehicle that burrows itself underground like the NOD Subterranean APC
... But by late game nothing is dangerous anymore anyway.
The vehicle would have no way to attack. It will only be able to drive or burrow itself and tunnel around underground. Exactly liKe the one from C&C. If the area is unexplored (the black fog of war thing) and you are underground as you drive ...
The vehicle would have no way to attack. It will only be able to drive or burrow itself and tunnel around underground. Exactly liKe the one from C&C. If the area is unexplored (the black fog of war thing) and you are underground as you drive ...
- Tue Oct 29, 2024 3:38 pm
- Forum: Not a bug
- Topic: [boskid][2.0.12] Rail signal going red without train
- Replies: 4
- Views: 1194
[boskid][2.0.12] Rail signal going red without train
... seems to be an issue with the overhead train (signals). If I move the signals on the bridge down 2 squares it works fine since now it divides the 'tunnel' in two separate segments (visually, on the blueprint this looks odd). The two 'tunnel' tracks will also have different segment colors if placed in ...
- Sun Oct 27, 2024 10:58 pm
- Forum: Off topic
- Topic: Factorio + Parsec + SteelSeries Gamesense
- Replies: 0
- Views: 4999
Factorio + Parsec + SteelSeries Gamesense
... Do not do this on untrusted networks, and always implement appropriate firewall restrictions.
Alternatively, as I did, establish an SSH tunnel from the remote machine to the local machine that accomplishes the same.
On the remote machine:
Ensure SteelSeries Engine is NOT ...
Alternatively, as I did, establish an SSH tunnel from the remote machine to the local machine that accomplishes the same.
On the remote machine:
Ensure SteelSeries Engine is NOT ...
- Tue Oct 22, 2024 11:17 am
- Forum: Assigned
- Topic: [Lou][2.0.8] Fast replacing undergound belts now rotates item in hand
- Replies: 2
- Views: 1336
[Lou][2.0.8] Fast replacing undergound belts now rotates item in hand
[2.0.8] Fast-Replace Tunnel Pairs Rotation & Click-Drag Fast-Replace Tunnel Single-End Removal
To start, this is not a game-breaking bug, at best a low-priority improvement for QoL.
(a) Fast-Replace Tunnel Pairs Rotation
(b) Click-Drag Fast-Replace Tunnel Single-End Removal
What did you do?
(a ...
To start, this is not a game-breaking bug, at best a low-priority improvement for QoL.
(a) Fast-Replace Tunnel Pairs Rotation
(b) Click-Drag Fast-Replace Tunnel Single-End Removal
What did you do?
(a ...
- Tue Sep 26, 2023 1:34 am
- Forum: Assigned
- Topic: [StrangePan] [1.1.92] Biters fail to pathfind around obstacles on chunk boundaries
- Replies: 0
- Views: 1739
[StrangePan] [1.1.92] Biters fail to pathfind around obstacles on chunk boundaries
... aligned. If the funnel is not on a chunk border, they move into it no problem. But if it has a wall on a chunk border, they do not care and just tunnel right through.
For demonstration, I have the following setup, in a brand new entirely-vanilla sandbox game, playing from the editor:
https://i ...
For demonstration, I have the following setup, in a brand new entirely-vanilla sandbox game, playing from the editor:
https://i ...
- Thu May 04, 2023 4:43 pm
- Forum: Technical Help
- Topic: [1.1.80] Server login problem
- Replies: 5
- Views: 2205
[1.1.80] Server login problem
... it also freezes. In single player FPS 59.
We played through redmin, then tried through hamachi, nothing helps.
I thought about opening a personal tunnel between computers.
But I think that the problem is not in the connection between me and the friend, but in the fact that my computer is not able to ...
We played through redmin, then tried through hamachi, nothing helps.
I thought about opening a personal tunnel between computers.
But I think that the problem is not in the connection between me and the friend, but in the fact that my computer is not able to ...
- Tue May 10, 2022 6:07 am
- Forum: Ideas and Requests For Mods
- Topic: Train tunnel idea
- Replies: 2
- Views: 2838
Train tunnel idea
... around, not much more than that, so if this idea is impossible please forgive me.
It seems to me like it should be possible to make train tunnels work like this:
--Place a tunnel on the map the same way you build underground belts/pipes.
--The tunnel tracks are still on the same game surface ...
It seems to me like it should be possible to make train tunnels work like this:
--Place a tunnel on the map the same way you build underground belts/pipes.
--The tunnel tracks are still on the same game surface ...
- Tue Dec 28, 2021 6:34 pm
- Forum: Ideas and Suggestions
- Topic: UNDERGROUND TRAIN RAILS
- Replies: 1
- Views: 2026
UNDERGROUND TRAIN RAILS
UNDERGROUND TRAIN TUNNEL FEATURE
RAILS FOR UNDERGROUND TRAIN
RAILS FOR UNDERGROUND TRAIN
- Wed Apr 21, 2021 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Enemy Variation would drive research/factory design goals
- Replies: 4
- Views: 3132
Enemy Variation would drive research/factory design goals
... attacks short range attack.
Digger Biter/Spitter - (Attacks as normal once surfaced, Think of a sand mole, doesn't really leave a traversable tunnel in it's wake)
Digger Tunneller - (Same as sapper, but does not have an attack, instead provides an access route for additional biter hordes ...
Digger Biter/Spitter - (Attacks as normal once surfaced, Think of a sand mole, doesn't really leave a traversable tunnel in it's wake)
Digger Tunneller - (Same as sapper, but does not have an attack, instead provides an access route for additional biter hordes ...
- Sat Mar 06, 2021 12:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Crash with TrainTunnels mod (agui::Widget::getParent())
- Replies: 1
- Views: 3744
[kovarex] [1.1.26] Crash with TrainTunnels mod (agui::Widget::getParent())
Crash occurs when passing a tunnel with an open GUI Locomotive
- Thu Jan 14, 2021 4:35 pm
- Forum: Not a bug
- Topic: [1.1.9] Drag placing belts does not tunnel for some obstacles
- Replies: 2
- Views: 1830
- Thu Jan 14, 2021 10:56 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.9] Drag placing belts does not tunnel obstacle with one tile gap correctly
- Replies: 1
- Views: 3818
[kovarex] [1.1.9] Drag placing belts does not tunnel obstacle with one tile gap correctly
Drag placing is a really cool feature!
But it needs some polishing.
1) Rotate-while-drag doesn't have any visual cues for current direction.
2) It builds unfunctional mess in some situations. I.e. place two pipes with one tile between them and try to build a belt over them. Belt correctly jumps ...
But it needs some polishing.
1) Rotate-while-drag doesn't have any visual cues for current direction.
2) It builds unfunctional mess in some situations. I.e. place two pipes with one tile between them and try to build a belt over them. Belt correctly jumps ...
- Fri Oct 02, 2020 5:34 pm
- Forum: Ideas and Suggestions
- Topic: New Enemies
- Replies: 9
- Views: 6015
New Enemies
... Moleholes should be destroyable individually as well, but that does not stop the biters.) - Additionally.. these could allow other biters to tunnel into the player base? (if walled in)
Why ?
More biters, more strategy, more options, more survival sense needed. It adds to the vanilla game ...
Why ?
More biters, more strategy, more options, more survival sense needed. It adds to the vanilla game ...
- Thu Jan 30, 2020 9:40 am
- Forum: Outdated/Not implemented
- Topic: API hooks into train pathfinding
- Replies: 5
- Views: 4550
API hooks into train pathfinding
... way - for example a teleport by an entity overseeing that piece of rail.
Why ?
There is already mod (although looks abbandoned) called Train Tunnels which works on basis of additional ("underground") game layer and "Tunel Entrances/Exits" (further called Interfaces) that teleport pieces of ...
Why ?
There is already mod (although looks abbandoned) called Train Tunnels which works on basis of additional ("underground") game layer and "Tunel Entrances/Exits" (further called Interfaces) that teleport pieces of ...
- Fri Sep 20, 2019 12:22 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 41232