Search found 252 matches: Ships
Searched query: ships
- Mon Aug 14, 2017 12:21 pm
- Forum: Ideas and Suggestions
- Topic: food, boats and more
- Replies: 1
- Views: 897
Re: food, boats and more
... Don't explain what, explain why Related link collections: Producing food / Herbalism / Health / Eat and Drink / Sleep Travel over Water: Boats, Ships, Canus / Bridges / Tunnels Bridges - Boats - Water mobs
- Tue Aug 08, 2017 3:27 am
- Forum: Outdated/Not implemented
- Topic: New types of rails (curves, s-curves ...)
- Replies: 29
- Views: 19065
Re: New types of rails (curves, s-curves ...)
The real question is, if we have ships, would we be able to build a ship-shipping ship that ships shipping ships?
All joking aside, I seriously went looking for a mod that added at least rail containers when I saw that thing about containerization. Never did find one, sadly.
All joking aside, I seriously went looking for a mod that added at least rail containers when I saw that thing about containerization. Never did find one, sadly.
- Tue Aug 08, 2017 2:49 am
- Forum: Outdated/Not implemented
- Topic: New types of rails (curves, s-curves ...)
- Replies: 29
- Views: 19065
Re: New types of rails (curves, s-curves ...)
But if we have ships, then a landfill train bridge would block a shipping lane.pingger wrote:And Bridges for trains are not necessary since we have landfill (IMHO)
- Mon Aug 07, 2017 6:25 pm
- Forum: Outdated/Not implemented
- Topic: New types of rails (curves, s-curves ...)
- Replies: 29
- Views: 19065
Re: New types of rails (curves, s-curves ...)
And bridges. And ship-loading. And containerization. And ... Haven't seen anybody talking about ships and containers yet, but a good idea (at least the containers) And Bridges for trains are not necessary since we have landfill (IMHO) But I definitely support the idea ...
- Wed Aug 02, 2017 6:35 am
- Forum: Ideas and Suggestions
- Topic: Watercraft
- Replies: 2
- Views: 1013
Re: Watercraft
There are a couple mods for water craft; one doesn't have graphics(Ocean Liners), and the old is out of date and actually only works on land (Ships) Steam Ship Haven't tried it didn't see it til just now There is Helicopters and Trucks but that one you have to edit the info.json to fix the game ...
- Sat Jul 15, 2017 4:15 am
- Forum: Ideas and Suggestions
- Topic: More scenarios in the base campaign
- Replies: 3
- Views: 1289
More scenarios in the base campaign
... What ? There could be more to the storyline after making the plane and flying off in it. A lot more can be done with the aliens, rockets, colony ships, etc. Not to mention there's a large part of the tech tree that hasn't been demonstrated in the campaign. For example: Between beta/level-2 and ...
- Wed Jun 14, 2017 6:52 am
- Forum: Ideas and Suggestions
- Topic: Power generation ideas...
- Replies: 2
- Views: 980
Power generation ideas...
... would also be a good choice for the Bergius process. (I've never heard of a real COSAD power station, but big freighters, tankers, and cruise ships use their diesel exhaust to heat up the fuel oil bunkers otherwise the stuff won't flow through the plumbing properly.)
- Wed May 31, 2017 12:54 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 32020
Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
bridges: again a dirty way to code it but you could make it so that when a train gets onto a bridge its collision is turned off for the duration of it being on the bridge as the game already overlaps graphics already based on where certain things are placed thus using that one could make a "br...
- Wed May 31, 2017 12:35 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 32020
Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
This is an ideal world and underestimates the needed space to "look good". https://i.imgur.com/K8lpkEur.jpg?1 Some thoughts: One circle is 12 tiles, one rail is two tiles and you should leave 2 tile between them to set signals etc. The tunnel entry takes some length to look realistic, I th...
- Tue May 30, 2017 3:12 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 32020
Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
We need tunnels because of throughput issues, we could have different recipies for different tunnel lengths and expensive research or something as this issue of thoughput will only arise in the late/end game. I currently have 130+ trains and I need something like this https://i.imgur.com/K8lpkEur.jp...
- Thu May 18, 2017 4:18 am
- Forum: Ideas and Suggestions
- Topic: How resource scarcity affects production
- Replies: 4
- Views: 1987
How resource scarcity affects production
... Several Warcraft 2 maps centered around control of gold mines. Your resources were gold, lumber, and oil, but oil was only necessary for naval ships. Lumber abundance varied depending on the map, but it was always in limited supply as obtaining it required you actually cut down trees which ...
- Tue May 16, 2017 8:44 am
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 32020
Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
When it comes to bridges and tunnels 2 quick dirty ways of doing it that might help a mod maker/factorio devs tunnels: use the same principle of underground belts(if possible) or just make it so that a train enters a tunnel entrance and based on length and speed of travel a time is calculated and af...
- Wed May 10, 2017 10:14 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 32020
Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
This would allow for the creation of awesome continents based maps. Each continent could have some unique variation of a resource example sugar plants to produce power from (with extra processing) instead of coal. This could allow the addition of archipelagos areas to mine rare resources off little ...
- Sat Apr 22, 2017 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Containering
- Replies: 5
- Views: 2170
Re: Containering
... container at the station already, which you load onto the container train. In reality, this process is extremly efficient, and is used across ships, trains and trucks (so called intermodal containers), because you manipulate with entire loads of shipments, and types of containers include wide ...
- Thu Apr 20, 2017 12:14 am
- Forum: Ideas and Suggestions
- Topic: Tunnel or bridges for trains
- Replies: 112
- Views: 36546
Re: Underground rails
Added to viewtopic.php?f=80&t=14024#p128695 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Sat Apr 08, 2017 8:45 am
- Forum: Ideas and Suggestions
- Topic: Cargo Airships?
- Replies: 12
- Views: 5073
Re: Cargo Airships?
Not very realistic. Bulk cargo isn't airlifted for a reason... it's just too heavy. Normal ships instead of airships would be a neat addition, but I'm not sure if the game will support that. That is what I meant something slow and low volume. Like one of these modern ...
- Fri Apr 07, 2017 11:05 pm
- Forum: Ideas and Suggestions
- Topic: Cargo Airships?
- Replies: 12
- Views: 5073
Re: Cargo Airships?
Not very realistic. Bulk cargo isn't airlifted for a reason... it's just too heavy. Normal ships instead of airships would be a neat addition, but I'm not sure if the game will support that. That is what I meant something slow and low volume. Like one of these modern ...
- Fri Apr 07, 2017 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Cargo Airships?
- Replies: 12
- Views: 5073
Re: Cargo Airships?
Not very realistic. Bulk cargo isn't airlifted for a reason... it's just too heavy.
Normal ships instead of airships would be a neat addition, but I'm not sure if the game will support that.
Normal ships instead of airships would be a neat addition, but I'm not sure if the game will support that.
- Wed Mar 22, 2017 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Pyramids (Made out of Unused Bricks)
- Replies: 6
- Views: 2214
Re: Pyramids!
In StarGate, pyramids are landing pads for the Gual-ud (sp?) ships.
- Sun Feb 26, 2017 2:46 am
- Forum: Ideas and Suggestions
- Topic: Make the water usefull?
- Replies: 13
- Views: 4944
Re: Make the water usefull?
Added to viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
See also viewtopic.php?f=80&t=25728 More Water Usages (Aquafarm, enemies, oil riggs...)
See also viewtopic.php?f=80&t=25728 More Water Usages (Aquafarm, enemies, oil riggs...)